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'''Alignment''' reflects how a character relates to the concepts of [[good]] and [[evil]], [[law]] and [[chaos]]. It can affect how certain [[non-player character|NPCs]] react within the game, and will occasionally determine whether an item can be used or not (some items have alignments of their own, and will not allow a conflict with their user). The main purpose of alignment, however, is to act as a guideline for consistent [[roleplay]]ing, though it is not set in stone. The alignment of a character can change to match the style in which they are played, if deviation is consistent and serious. All of the nine alignments listed are viable choices for adventurers, though the "evil" variants are more often the domain of villains and monsters.
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'''Alignment''' reflects how a character relates to the concepts of [[good]] and [[evil]], [[law]] and [[chaos]]. It can affect how certain [[non-player character|NPC]]s react within the game, and will occasionally determine whether an item can be used or not (some items have alignments of their own, and will not allow a conflict with their user). The main purpose of alignment, however, is to act as a guideline for consistent [[roleplaying]], though it is not set in stone. The alignment of a character can change to match the style in which they are played, if deviation is consistent and serious. All of the nine alignments listed are viable choices for adventurers, though the "evil" variants are more often the domain of villains and monsters.
 
<!-- The above is BioWare text (talk table entry 458). Please do not edit mercilessly. -->
 
<!-- The above is BioWare text (talk table entry 458). Please do not edit mercilessly. -->
   
 
A [[player character|PC]]'s alignment is a tool for developing its personality. It is more guideline than restriction. Each alignment represents a broad range of personality types and personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, occasional deviations are permissible, as few people are completely consistent in their behavior.
 
A [[player character|PC]]'s alignment is a tool for developing its personality. It is more guideline than restriction. Each alignment represents a broad range of personality types and personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, occasional deviations are permissible, as few people are completely consistent in their behavior.
   
Actions taken while playing may alter alignment. The details depend on the [[module]] (for example, the [[original campaign]] provides no ways to shift along the law/chaos alignment axis), although the default [[script]]s do call for a 5-point shift towards evil for killing a non-evil creature of the [[monster class|commoner class]] (generally, townfolk). This is of particular concern to those playing one of the alignment-restricted classes, such as [[paladin]], [[druid]], [[monk]], [[barbarian]], [[bard]], and several [[prestige class]]es.
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Actions taken while playing may alter alignment. The details depends on the [[module]] (for example, the [[original campaign]] provides no ways to shift along the law/chaos alignment axis), although the default [[script]]s do call for a shift towards evil for killing commoners (generally, townfolk). This is of particular concern to those playing one of the alignment-restricted classes, such as [[paladin]], [[druid]], [[monk]], [[barbarian]], [[bard]], and several [[prestige class]]es.
   
== The nine alignments ==
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==The nine alignments==
   
 
Alignment has two dimensions, each with three categories. The moral dimension reflects how a character relates to good and evil, consisting of the categories "good", "neutral", and "evil". The ethical dimension reflects how a character relates to law and chaos, consisting of the categories "lawful", "neutral", and "chaotic". Combining these dimensions yields the nine alignments.
 
Alignment has two dimensions, each with three categories. The moral dimension reflects how a character relates to good and evil, consisting of the categories "good", "neutral", and "evil". The ethical dimension reflects how a character relates to law and chaos, consisting of the categories "lawful", "neutral", and "chaotic". Combining these dimensions yields the nine alignments.
   
{| align="center" border="1" cellpadding="4" cellspacing="0"
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{| border=1 cellspacing=0 cellpadding=4 align=center
 
!
 
!
  +
!chaotic<br /><small>''0-30''</small>
  +
!neutral<br /><small>''31-69''</small>
 
!lawful<br /><small>''70-100''</small>
 
!lawful<br /><small>''70-100''</small>
!neutral<br /><small>''31-69''</small>
 
!chaotic<br /><small>''0-30''</small>
 
 
|-
 
|-
 
!good<br /><small>''70-100''</small>
 
!good<br /><small>''70-100''</small>
|[[lawful good]]
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|[[chaotic good]]
 
|[[neutral good]]
 
|[[neutral good]]
|[[chaotic good]]
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|[[lawful good]]
 
|-
 
|-
 
!neutral<br /><small>''31-69''</small>
 
!neutral<br /><small>''31-69''</small>
|[[lawful neutral]]
 
|[[true neutral]]
 
 
|[[chaotic neutral]]
 
|[[chaotic neutral]]
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|[[true neutral]]
  +
|[[lawful neutral]]
 
|-
 
|-
 
!evil<br /><small>''0-30''</small>
 
!evil<br /><small>''0-30''</small>
|[[lawful evil]]
 
|[[neutral evil]]
 
 
|[[chaotic evil]]
 
|[[chaotic evil]]
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|[[neutral evil]]
  +
|[[lawful evil]]
 
|}
 
|}
   
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PCs who manage to reach "purity" within their alignment are rewarded with an alignment title. For this purpose, "purity" means ratings of 0, 50, or 100 in each dimension, as indicated in the table below. (Ratings are listed for the law-chaos axis, then the good-evil axis.)
 
PCs who manage to reach "purity" within their alignment are rewarded with an alignment title. For this purpose, "purity" means ratings of 0, 50, or 100 in each dimension, as indicated in the table below. (Ratings are listed for the law-chaos axis, then the good-evil axis.)
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{| border=1 cellspacing=0 cellpadding=4 align=center
{| align="center" border="1" cellpadding="4" cellspacing="0"
 
 
!
 
!
  +
!chaotic
  +
!neutral
 
!lawful
 
!lawful
!neutral
 
!chaotic 
 
 
|-
 
|-
 
!good
 
!good
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|Rebel<br /><small>''(0,100)''</small>
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|Benefactor<br /><small>''(50,100)''</small>
 
|Crusader<br /><small>''(100,100)''</small>
 
|Crusader<br /><small>''(100,100)''</small>
|Benefactor<br /><small>''(50,100)''</small>
 
|Rebel<br /><small>''(0,100)''</small>
 
 
|-
 
|-
!neutral 
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!neutral
|Judge<br /><small>''(100,50)''</small>
 
|Reconciler<br /><small>''(50,50)''</small>
 
 
|Free Spirit<br /><small>''(0,50)''</small>
 
|Free Spirit<br /><small>''(0,50)''</small>
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|Reconciler<br /><small>''(50,50)''</small>
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|Judge<br /><small>''(100,50)''</small>
 
|-
 
|-
 
!evil
 
!evil
|Dominator <br /><small>''(100,0)''</small>
 
|Malefactor<br /><small>''(50,0)''</small>
 
 
|Destroyer<br /><small>''(0,0)''</small>
 
|Destroyer<br /><small>''(0,0)''</small>
  +
|Malefactor<br /><small>''(50,0)''</small>
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|Dominator<br /><small>''(100,0)''</small>
 
|}
 
|}
 
Since PCs begin in the middle of their alignment's rating range, only the true neutral alignment title is obtainable without an alignment shift. On the other hand, the true neutral alignment title is the hardest to maintain, as any alignment shift will strip the title from the PC. (For comparison, a shift towards good will not strip a neutral good PC's alignment title since the good rating cannot go above 100.)
 
Since PCs begin in the middle of their alignment's rating range, only the true neutral alignment title is obtainable without an alignment shift. On the other hand, the true neutral alignment title is the hardest to maintain, as any alignment shift will strip the title from the PC. (For comparison, a shift towards good will not strip a neutral good PC's alignment title since the good rating cannot go above 100.)
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*''"Law"'' implies duty, honor, honesty, trustworthiness, tradition, obedience to authority, and reliability. On the downside this can lead to close-mindedness and an inability to adapt. Those who consciously promote lawfulness see lawful behavior creating a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. Correct means will lead to desirable ends.
 
*''"Law"'' implies duty, honor, honesty, trustworthiness, tradition, obedience to authority, and reliability. On the downside this can lead to close-mindedness and an inability to adapt. Those who consciously promote lawfulness see lawful behavior creating a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should. Correct means will lead to desirable ends.
 
**"Law" does not intrinsically mean legal behavior; "lawful" and "law-abiding" are distinct concepts. ("Lawful" implies "law-abiding" only after a character accepts the authority of those who made the laws.)
 
**"Law" does not intrinsically mean legal behavior; "lawful" and "law-abiding" are distinct concepts. ("Lawful" implies "law-abiding" only after a character accepts the authority of those who made the laws.)
**"Law" embraces hierarchy and stability, and emphasizes responsibility to the group/society.
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**"Law" embraces hierarchy and emphasizes responsibility to the group/society.
 
*''"Chaos"'' implies individuality, freedom, flexibility, adaptability, and openness to new ideas. On the downside, this can lead to recklessness, resentment toward authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior see personal freedom allowing people to express themselves fully and letting society benefit from the potential that its individuals have within them. The ends justify the means.
 
*''"Chaos"'' implies individuality, freedom, flexibility, adaptability, and openness to new ideas. On the downside, this can lead to recklessness, resentment toward authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior see personal freedom allowing people to express themselves fully and letting society benefit from the potential that its individuals have within them. The ends justify the means.
 
**"Chaos" does not intrinsically mean random actions, nor does it intrinsically mean breaking rules for the sake of breaking rules.
 
**"Chaos" does not intrinsically mean random actions, nor does it intrinsically mean breaking rules for the sake of breaking rules.
**"Chaos" rejects hierarchy, instead promoting either egalitarianism or anarchy depending on the presence or absence of concern for others. Chaos also rejects stability in favour of constant change, being about novelty and "innovation".
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**"Chaos" rejects hierarchy, instead promoting either egalitarianism or anarchy combined with innovation and individualism.
 
*''"Ethical neutrality"'' can represent several different positions.
 
*''"Ethical neutrality"'' can represent several different positions.
 
**A neutral character might have a normal respect for authority, but feels neither a compulsion to obey nor a compulsion to rebel; might be honest, but can be tempted into lying or deceiving others; might appreciate tradition, but does not outright reject new ideas.
 
**A neutral character might have a normal respect for authority, but feels neither a compulsion to obey nor a compulsion to rebel; might be honest, but can be tempted into lying or deceiving others; might appreciate tradition, but does not outright reject new ideas.
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