Mostversions of the game feature a system in which players make two choices for characters. One is the character's views on "law" versus "chaos", the other on "good" versus "evil". The two axes, along with "neutral" in the middle, allow for nine alignments in combination.[1][2] Later editions of D&D have shifted away from tying alignment to specific game mechanics; instead, alignment is used as a roleplaying guide and does not need to be rigidly adhered to by the player.[3] According to Ian Livingstone, alignment is "often criticized as being arbitrary and unreal, but... it works if played well and provides a useful structural framework on which not only characters but governments and worlds can be moulded."[1]
The original version of D&D (1974) allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance between the extremes.[6]
The 1977 release of the Dungeons & Dragons Basic Set introduced a second axis of good, implying altruism and respect for life, versus evil, implying selfishness and no respect for life. As with the law-versus-chaos axis, a neutral position exists between the extremes. Characters and creatures could be lawful and evil at the same time (such as a tyrant), or chaotic but good (such as Robin Hood).[7]
AD&D 2nd Edition, released in 1988, retained the two-axis system. In that edition, a character who performs too many actions outside their alignment can find their alignment changed, and is penalized by losing experience points, making it harder to reach the next level.[10]
D&D 3rd Edition, released in 2000, kept the same alignment system.[11] However the Eberron Campaign Setting (2004), released for 3.5 Edition, subverted many of the established D&D tropes including alignment.[12] Evil beings of traditionally good races and good beings of traditionally evil races were encouraged but the alignment definition remained true to D&D standards, with good and evil retaining their meanings. Oppositely aligned characters will side with each other briefly if a threat looms over all.[13][14][15] Keith Baker highlighted that in Eberron "alignment is a spectrum".[15]
D&D 4th Edition, released in 2008, reduced the number of alignments to five: lawful good, good, evil, chaotic evil, and unaligned.[16] In that edition, "good" replaced neutral good and did not encompass chaotic good; "evil" replaced neutral evil and did not encompass lawful evil; "unaligned" replaced true neutral and did not encompass lawful neutral and chaotic neutral.[17] 4th Edition was the start of de-emphasizing alignment in D&D.[3] Wired highlighted that 4th Edition's de-emphasis of "alignment and traditional racial stereotypes", along with other adjustments to the core races, allowed for more "PCs and NPCs with unknown and shifting motives".[18]
D&D 5th Edition, released in 2014, returned to the previous schema of nine alignments, and included a tenth option of "unaligned" for creatures that operate on instinct, not moral decision-making.[19][20] With 5th Edition, alignment was decoupled from most of the D&D game mechanics, such as "no rules that limit certain classes to characters of a specific alignment, or spells that impact characters differently depending on" alignment.[3] Players do not need to be rigid or "consistently faithful" to their alignment choice; alignment in this edition is more of a roleplaying guide.[3] Starting with the publication of Icewind Dale: Rime of the Frostmaiden (2020) and Tasha's Cauldron of Everything (2020), player and monster races no longer had preassigned alignments.[21] In December 2021, official errata removed the suggested alignments for playable races in 5th Edition sourcebooks.[22][23][24] Mordenkainen Presents: Monsters of the Multiverse (2022), a sourcebook which revised roughly 250 previously published monsters, removed preassigned alignments for creatures except in the cases of specifically named characters.[25][26] Creature stat blocks that also have playable races "now state that they can be any alignment" while "other monsters, such as demons, with a strong association to a given alignment feature the word 'typically' next to their alignment. This insinuates that exceptions to a preassigned alignment are possible, encouraging DMs to potentially subvert player expectations and utilize monsters in unanticipated ways".[26]
Richard Bartle's Designing Virtual Worlds noted that alignment is a way to categorize players' characters, along with gender, race, character class, and sometimes nationality. Alignment was designed to help define role-playing, a character's alignment being seen as their outlook on life. A player decides how a character should behave in assigning an alignment, and should then play the character in accordance with that alignment.[27]
A character's alignment can change. If a lawful neutral character consistently performs good acts, when neutral or evil actions were possible, the character's alignment will shift to lawful good. During game sessions, the Dungeon Master decides when alignment violations occur, as it is subjective and often frowned upon, if not outright disallowed.[27]
Characters acting as a party should have compatible alignments; a party with both good and evil characters may turn against itself.[28] Bill Slavicsek and Richard Baker's Dungeon Master for Dummies noted that a party of good or neutral characters works better as the motivations for adventures are easier, the group dynamics are smoother, and the "heroic aspects of D&D shine through in ways that just don't happen when players play evil characters".[28]
Originally the law/chaos axis was defined as the distinction between "the belief that everything should follow an order, and that obeying rules is the natural way of life", as opposed to "the belief that life is random, and that chance and luck rule the world".[9] According to the early rulebook, lawful characters are driven to protect the interest of the group above the interest of the individual and would strive to be honest and to obey just and fair laws. Chaotic creatures and individuals embraced the individual above the group and viewed laws and honesty as unimportant. At that time, the rulebook specified that "chaotic behavior is usually the same as behavior that could be called 'evil'".[9] Neutral creatures and characters believe in the importance of both groups and individuals, and felt that law and chaos are both important. They believe in maintaining the balance between law and chaos and were often motivated by self-interest.[9]
The conflict of good versus evil is a common motif in D&D and other fantasy fiction.[29] Although player characters can adventure for personal gain rather than from altruistic motives, it is generally assumed that the player characters will be opposed to evil and will tend to fight evil creatures.
A lawful good character typically acts with compassion and always with honor and a sense of duty. However, lawful good characters will often regret taking any action they fear would violate their code, even if they recognize such action as being good. Such characters include gold dragons, righteous knights, paladins, and most dwarves.[19][31]
A neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition. A neutral good character has no problems with cooperating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a lawful good character would. Examples of this alignment include many celestials, some cloud giants, and most gnomes.[11][31]
A chaotic good character does whatever is necessary to bring about change for the better, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself but for others as well. Chaotic good characters usually intend to do the right thing, but their methods are generally disorganized and often out of sync with the rest of society. Examples of this alignment include copper dragons, many elves, and unicorns.[11][31]
A lawful neutral character typically believes strongly in lawful concepts such as honor, order, rules, and tradition, but often follows a personal code in addition to, or even in preference to, one set down by a benevolent authority. Examples of this alignment include a soldier who always follows orders, a judge or enforcer who adheres mercilessly to the letter of the law, a disciplined monk, and some wizards.[11][31]
A neutral character (also called "true neutral") is neutral on both axes and tends not to feel strongly towards any alignment, or actively seeks their balance. Druids frequently follow this dedication to balance and, under Advanced Dungeons & Dragons rules, were required to be this alignment. In an example given in the 2nd Edition Player's Handbook, a typical druid might fight against a band of marauding gnolls, only to switch sides to save the gnolls' clan from being totally exterminated. Examples of this alignment include lizardfolk, most druids, and many humans.[10][11][31]
A chaotic neutral character is an individualist who follows their own heart and generally shirks rules and traditions. Although chaotic neutral characters promote the ideals of freedom, it is their own freedom that comes first; good and evil come second to their need to be free. Examples of this alignment include many barbarians and rogues, and some bards.[11][31]
A lawful evil character sees a well-ordered system as being necessary to fulfill their own personal wants and needs, using these systems to further their power and influence. Examples of this alignment include tyrants, devils, corrupt officials, undiscriminating mercenary types who have a strict code of conduct, blue dragons, and hobgoblins.[11][31]
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