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Foreword
Some gamers hate the D&D alignment system, saying that it is unrealistic and does not match real-
world motivations. Many say that attempting to use the system results in unplayable characters. At
any rate, there's no doubt in anyone's mind that the alignment system has sparked decades of debate
and discussions on whether to get rid of it outright or to make it more usable.
In the interest of making alignment conflicts easier to resolve and in the interest of making more
interesting NPCs and villains, I must insist that players when choosing an alignment follow a real
alignment (potentially including the choice of a half-step). These real alignments give clearer
motivations to follow when a character is making a decision guided by their alignment.
This page will focus on certain theories in cross-cultural psychology that could relate to the nine-
point alignment system of D&D. "Real" alignments will be discussed with the purpose of making
each of the nine a "realistic" philosophy.
Overview
Consider the typical graphic of alignment as a wheel. It is the chief alternate to the "3 X 3" grid
view and is the model for the Outer Planes. This ring shows eight of the canonical alignments with
all "half-step" alignments between them. True Neutrality resides in the middle (not shown).
If you weren't sleeping in Outer Planar Cosmology 101, you'll remember that the good planes
stretch from Arcadia to Gladsheim, while the evil planes swing from Acheron to Pandemonium. The
lawful planes go from The Twin Paradises to Gehenna and the chaotic planes from The Happy
Hunting Grounds to Tarterus. These planes form a circular continuum of alignment tendencies
ranging from lawful through good through chaotic through evil and back to lawful. Alignments
which are not mutually exclusive can be combined and neutrality represents the middle ground
between dichotomies.
The "divisions" between these alignments are drawn with solid lines, but no such lines exist in
reality. One alignment shades into the next and whole ring is simply a circular continuum. With this
model, all alignments shade into neutrality the closer one moves to the center.
Alignment Names
The names of the alignments themselves seem to indicate that the alignments are viewed from the
lawful good point of view. Being called "lawful" seems to be better than being called "chaotic"
while "good" is vastly better than the pejorative term "evil." But do chaotics really see themselves
as unpredictable, impulsive and perhaps a little bit dangerous? Or do they see themselves as
independent, free-thinking, and unfettered by the unnecessary restrictions of society? Likewise, evil
characters are more likely to see themselves as determined, self-reliant, and steadfast in their beliefs
rather than seeing themselves as ruthless, cruel, or selfish. In essence, no character ever believes
that their particular world-view and values system is inferior or wrong, otherwise why would they
adhere to it?
This being said, it might be important to take a look at the proposed qualities that members of each
alignment believe themselves to possess. For this, the normal "3 X 3" alignment grid is shown with
two adjectives giving a simple self-description for each alignment. This isn't meant to completely
sum up each alignment's assessment of itself. This is simply a snapshot as to how each alignment
might characterize its two components.
With this we note that lawful good sees itself as honorable and humane. Its diametric opposite,
chaotic evil, views itself as independent and determined. Independence and determination are
certainly desirable qualities. Chaotic good is independent and humane. Once again, these two
qualities can be seen as desirable. Lawful evil sees itself as honorable and determined. This is a very
desirable combination when someone needs to be trusted and use every means to get the job done,
right?
(And this isn't to say that good characters can't be determined and that lawful characters can't act
independently. Even evil characters can act with humanity when necessary, while chaotics can act
honorably on occasion.)
Instead of this, I propose to take a slice off of the top of the alignment cube, a slice that will give us
heroes regardless of whether the previous alignment was labeled "lawful good" or "chaotic evil." I
propose a system of "positive" alignments that have all nine of the canonical alignments, but allow
for playable characters regardless. Villains are relegated to the bottom, "negative" slice of this
theoretical alignment cube (whether lawful good or chaotic evil).
Christian Welzel of the World Values Survey identifies the Self-Transcendence group with altruism,
the Self-Enhancement group with egoism, the Conservation group with collectivism, and the
Openness to Change group with individualism. (3)
It seems clear that the D&D alignment chart can be placed over this "real-world" analysis of the
various value systems like so:
The various alignments have as their primary motivations the following values:
Lawful Good - Conformity/Tradition and Benevolence
Neutral Good - Benevolence and Universalism
Chaotic Good - Universalism and Self-Direction
Chaotic Neutral - Self-Direction and Stimulation
Chaotic Evil - Hedonism
Neutral Evil - Achievement and Power
Lawful Evil - Power and Security
Lawful Neutral - Security and Conformity/Tradition
True Neutral - Any values, whether incongruent or not, can serve as motivations for True Neutrals.
True Neutrality can indicate no strong preference for a set of motivations (i.e., most motivations are
of equal strength) or a tendency to be motivated by values that are normally incongruent (such as
Benevolence and Power or Security and Self-Direction).
Half-Step Alignments - The value shared by the two alignments it falls between.
It should be noted that although the primary motivations are likely to be those listed above, they are
not necessarily the only motivations. The motivations for a character become less likely the further
they are from the character's alignment. For example, a lawful good character could be motivated
by Universalism or Security (as well as Tradition/Conformity and Benevolence) but these
motivations are less likely. It is very unlikely that this character would be motivated by Power or
Self-Direction and extremely unlikely that they would be motivated by Achievement, Hedonism, or
Stimulation.
And it must be said that although this overlay shows that the "evil" alignments are motivated by
Security, Power, Achievement, and Hedonism, in real life, these motivations do not necessarily
produce "evil" individuals in the D&D sense. In fact, many people are certainly motivated to
provide for their own Security and increase their own Power within society; these pursuits do not
make them lawful evil (like a D&D villain). This is why it is important to change the terminology
for naming the alignments if all alignments are to become playable.
So, our "positive" chaotic evil is simply a pure hedonist. This sort of character is concerned with
themselves and their own pleasure. They avoid pain, hardship, and discomfort through any means
available. They seek wealth because pleasure can be purchased. They want others to work for them,
so as to avoid the pain of labor. They will lie in seeking pleasure and also if telling the truth would
bring them discomfort.
General Behavior
Its not what youre doing so much as why youre doing it.
An act only bends your alignment when the chips are down. A Lawful Good character can
value hedonism fine in-general in their daily activities without bending their alignment.
However, when the chips are down (for example, such as when lives are on the line) hed be
bending his alignment if he willingly does something thats not inherently part of his alignment
(such as forgoing his core values for a night of passion).
That said, alignment only dictates how a character generally acts normally by default (such as when
the player isnt running their character right then). As stated above, all alignments value all aspects
in varying degrees in their daily lives. So far as limits when the chips are down, any character that
is not a paladin and not on The Path of Equity can feel free to temporarily bend their alignment
up to a whole step (two half-steps) in one direction or another in the alignment continuum described
(that is, act primarily in the interests of a neighboring alignments aspects) without immediate
mechanical alignment consequences (although there may still be long-term mechanical
consequences, see below). The Path of Luxury and all half-step alignments on this continuum (that
is, the alignments that are entirely associated with one particular aspect) are considered within a
half-step of The Path of Equity, but someone that is not on The Path of Equity cannot willingly bend
their alignment to The Path of Equity (or bend beyond The Path of Equity to any other aspect)
without immediate mechanical consequences.
The Path of Equity is not considered a half-step alignment. A character on The Path of Equity can
bend their alignment as above, but only to The Path of Luxury or a half-step alignment (basically, to
only one aspect at a time).
Prerequisites
For the purposes of meeting the prerequisites of gaining an ability (such as a feat) or being a valid
target for an effect, a character with a half-step alignment takes up to a half-step away on the
alignment continuum described in both directions. For example, if you are NG (L) (i.e. Neutral
Good but with Lawful tendencies), you count as both Lawful Good and Neutral Good for the
purposes of qualifying for being a standard paladin. This rule only applies for when youre
gaining or maintaining the ability, not when youre actually using the ability (for actual use of
abilities, see the Half-Step Mechanical Effects section below).
Detection
Detect [alignment] spells gain an additional effect the more you concentrate on an area. Creatures
with half-step alignments on the edge of the detected alignment (so for evil, the LN (E) and CN
(E) alignments) have a flickering aura (of the same strength as usual), but otherwise are still
fully affected by the spell.
Some changes are made to the detect evil spell (and similar effects) accordingly.
Consequences
If a player consistently bends their alignment in one particular direction, the consequence is
moving a half-step on the alignment continuum described (appropriate to how they are acting). If
this half-step results in an alignment which would normally cause permanent consequences by
RAW so far as their abilities are concerned, then those consequences happen as normal.
To change your alignment away from The Path of Equity, a character must whenever possible
consistently act in favor of a specific aspect when the chips are down.
For the purposes of effects such as a standard paladin becoming an ex-paladin:
Willfully committing an evil act means having an inherently-evil motive (that is, having a
motive associated with an evil aspect) when the chips are down.
The paladin should consider their moral code as more literal than it would normally be
interpreted. A gross violation of the paladins code of conduct is up to the GMs discretion.
For example, white lies and bluffing in combat probably arent a gross violation of a
standard paladins code of conduct. See the Codes of Conduct section below for a
summary of the various codes of conduct.
Evil characters do not exist as stereotypical evil caricatures, so associating with an
evil-aligned character does not inherently cause a paladin to fall. That said, if the paladin
knows that one of their associates has committed an evil act (as described above) or
consistently violates the paladins moral code, that still qualifies for the purposes of
removing association with that character. However, the paladin can still travel with the
character to the extent that roleplaying allows (typically by treating their attitude towards the
character as unfriendly or worse, which does not necessarily extend to that characters
allies). No circumstance described here would cause a paladin to fall, although such a
paladin would be wise to periodically seek out an atonement spell for skirting the fine line.
Codes of Conduct
If you arent playing a paladin or a paladin variant, you can skip this subsection.
The following is a collection of the various paladin-like codes of conduct (for paladins and paladin
variants). The red words in this subsection indicate what actually causes the character to fall.
Some would imply that violating any part of their code of conduct causes them to fall, but believing
so is untenable in-practice. Its much more reasonable that violating the lesser aspects of their code
of conduct causes mostly social repercussions if discovered (such as temporarily being forbidden
access to certain church resources until mundane restitution is made).
Orthodox Codes of Conduct
Paladins [of Honor] (Lawful Good a.k.a. Path of Integrity) lose all class abilities if they ever
willingly commit an evil act. She respects legitimate authority, acts with honor (not lying, not
cheating, not using poison, and so forth), helps those in need (provided they do not use the help for
evil or chaotic ends), and punishes those who harm or threaten innocents.
Paladins of Freedom (Chaotic Good a.k.a. Path of Liberty) lose all class abilities if they ever
willingly commit an evil act. He respects individual liberty, helps those in need (provided they do
not use the help for lawful or evil ends), and punishes those who threaten or curtail personal liberty.
Paladins of Tyranny (Lawful Evil a.k.a. Path of Ascendency) lose all class abilities if they ever
willingly commit a good act. He respects authority figures as long as they have the strength to rule
over the weak, acts with discipline (not engaging in random slaughter, keeping firm control over
those beneath his station, and so forth), helps only those who help him maintain or improve his
status, and punishes those who challenge authority (unless, of course, such challengers prove more
worthy to hold that authority).
Paladins of Slaughter (Chaotic Evil a.k.a. Path of Luxury) lose all class abilities if they ever
willingly commit a good act. She disrespects all authority figures who have not proven their
physical superiority to her, refuses help to those in need, and sows destruction and death at all
opportunities.
Unorthodox Codes of Conduct
Sentinels (D310 p50; Neutral Good a.k.a. Path of Mercy) lose all class abilities if they ever
willingly commit an evil act. Sentinels are most at home in the wilderness of the Material Plane. He
only journeys into cities when absolutely necessary, and he avoids travel to other planes except in
the most dire need, since his vows require him to battle evil on his home plane. These vows call for
him to protect the natural order of the Material Plane from becoming influenced or tainted by the
forces of the evil Outer Planes. Additionally, the sentinel is honor-bound to provide assistance to
any non-outsider who becomes lost or endangered while in the wilderness, as long as the victim in
need honors the sanctity of the wilderness.
Avengers (D310 p49; Chaotic Good a.k.a. Path of Liberty) lose all class abilities if they ever
willingly commit an evil act or willingly allies with a lawful government or affiliated agency.
While the avengers life is based around achieving vengeance and retribution for the oppressed and
downtrodden, she must temper this vengeance appropriately. Killing should be the last resort of the
avenger when a more appropriate and less destructive form of vengeance will do, and even then,
slaying an oppressor should be reserved only for the most evil villains. Avengers must aid and assist
anyone who asks for help (within reason) and must not join any organized association, order, or
group. She may attend the services of her church but is encouraged to worship in private.
Anarchs (D310 p47; Chaotic Neutral a.k.a. Path of Autonomy) lose all class abilities if they ever
willingly commit a blatantly lawful act (such as abiding by an oath, fulfilling a contract, or joining
an organization such as a brotherhood or fellowship). Aside from this, an anarchs code is little
more than a lack of a code. As long as he continues to cause chaos and foment disrespect for law in
others, his status as an anarch is secure.
Anti-Paladins (D312 p20; Chaotic Evil a.k.a. Path of Luxury) lose all class abilities if they ever
willingly commit a good act. He must work at all times to undermine the works of civilization and
good peoples, and must never offer mercy or grant quarter unless he betrays his word in the next
hour. He cannot join an organization, but he can perform services for others as long as the services
are for pay and ultimately lead to chaos and devastation.
Corrupters (D312 p24; Neutral Evil a.k.a. Path of Supremacy) lose all class abilities if they ever
willingly commit a good act or an act that exposes their faith to an opposing religion and results
in their detriment. He must strive to corrupt and taint all faiths apart from his own, with a special
focus on good faiths. He is allowed to make whatever vows or declarations are required in order to
maintain this deception, as long as he spends at least an hour each day in private prayer to his deity.
He must strive to remain hidden, although the methods by which he undermines other faiths are left
to his own discretion.
Despots (D312 p23; Lawful Evil a.k.a. Path of Ascendency) lose all class abilities if they ever
willingly commit a chaotic act (such as breaking a vow or contract or betraying an ally). She must
at all times work to expand and grow her domain, either by virtue of the Leadership feat or by
strong-arming those less fortunate and powerful than herself. She is allowed to abuse her
sovereignty in any way she sees fit to further her own personal strength and glory, but she must
protect and defend her subjects and allies from harm from other forces. Likewise, she must not
overburden her subjects so that they cannot support her.
Enforcers (D310 p53; Lawful Neutral a.k.a. Path of Harmony) lose all class abilities if they ever
willingly commit a chaotic act (such as breaking a vow or contract or betraying an ally). Unlike
other holy warriors, enforcers are bound to the will of two beings. Their primary liege remains their
divine patron, but they must also serve the will of their worldly liege. The enforcers patron deity
and his lieges patron deity must be the same. If an enforcer believes his liege is not acting in the
best interests of his deity, he is permitted to act against his liege as long as he can expose his lieges
heresy within 24 hours. An enforcer is not allowed to accept a position of leadership that would
place him in a position where he would not have a liege above him in the rank of command, except
in the case of an emergency (and even then, for no more than 24 hours). The enforcer must uphold
and enforce the laws of the church and land at all times, even when the laws would prevent him
from fully accomplishing a desired personal goal.
Incarnates (D310 p52; True Neutral a.k.a. Path of Equity) lose all class abilities if they ever
willingly commit an act that endangers the natural balance of the world. The incarnate is most at
home in the wilderness, but she does not take any special vows to avoid city life. She avoids travel
to other planes (with the exception of the Elemental Planes to which she has an affinity) except in
the most dire need. The incarnate prefers to arrive at peaceful solutions but is fully capable of using
force against unwanted intrusions into this realm from beyond.
Alignment Summaries
If this is your first time reading this, you can skip this subsection after reading one or two of the
alignment summaries completely. This section is to be used primarily as a brainstorming aid. That
said, these summaries can and likely will be used as a guideline for determining whether youre
acting within the acceptable limits afforded to bend your alignment as described above.
If you play any whole-step alignment other than the Path of Luxury or the Path of Equity, you have
two primary aspects and two secondary aspects like those described below (the Path of Equity has
every aspect as secondary and none as primary). For the Path of Luxury or a half-step alignment,
you are focused on one particular primary aspect, with the adjacent aspects being secondary and the
further-adjacent aspects being tertiary. Regardless, a primary aspect almost always plays a direct
and critical role in your important decisions. Secondary and tertiary aspects are usually only
indirectly involved in those decisions, such as by providing a context or inspiration for your choice.
Conclusion
Are there "real" alignments? If by alignment, we mean the motivations and values of an individual
that serve as guiding principles in life, then yes, there are real alignments. Furthermore, when
certain universal motivations serve as the primary values of an individual, it seems that some
motivations are compatible while other motivations are less likely to be included in that individual's
value system. This brings about a circular continuum of values, much like the "ring" alignment
model. Although these universal motivations are different from the traditional alignments, there are
parallels that can be drawn between the two systems. Knowledge of these parallels can be used to
create a more "realistic" alignment system and finally make the alignment system a tool for creating
interesting characters rather than uninteresting caricatures.
References
(1) Schwartz, S. H. (1992). Universals in the content and structure of values: Theory and empirical
tests in 20 countries. In M. Zanna (Ed.), Advances in experimental social psychology (Vol. 25) (pp.
1-65). New York: Academic Press.
(2) Schwartz, S.H. (1996). Value priorities and behavior: Applying a theory of integrated value
systems. In C. Seligman, J.M. Olson, & M.P. Zanna (Eds.), The psychology of values: The Ontario
Symposium, Vol. 8 (pp. 1-24). Hillsdale, NJ: Erlbaum.
(3) Welzel, Christian (2010). How Selfish are Self-Expression Values? A Civicness Test. Journal of
Cross-Cultural Psychology, Vol. 41, Issue 2 (pp. 152-174).