So, here is my entirely personal and unofficial guideline to alignment, based not on any one game system within the D&D/D20 lineage, but my opinions evolving over 36 years of playing in games with systems using Lawful, Chaotic, Neutral, Good, and Evil to make 9 alignments.
Lawful characters believe orderly systems are most likely to achieve their goals and be most effective overall, and consider the faults of orderly systems to be more acceptable compared to the dangers of a system that is too lose and disorganized. They fear anarchy more than tyranny.
Chaotic characters believe loose, adaptable systems are most likely to achieve their goals and be most effective overall, and consider the faults of loose systems to be more acceptable compared to the dangers of a system that is too strict and rigid. They fear tyranny more than anarchy.
Characters who are neutral rather than Lawful or Chaotic see strengths and weaknesses to both ways of doing things, and tend to work with whatever seems best on a case by case.
Good characters are willing to suffer to save others from suffering, and generally think most people should feel the same way at least to some degree (and that those that don’t are amoral).
Evil characters are willing to make others suffer to avoid suffering themselves, and generally think most people should feel the same way (and that those who don’t are stupid).
Characters neutral rather than Good or Evil would rather no one suffer to save someone else from suffering, and think both extremes are based more on dogma or emotion than rationality or realism.
True Neutral characters either don’t have strong opinion on any of this, or actively strive towards a cosmic balance.
For characters without some supernatural element to their alignment, these are trends, not absolutes. A lawful good character can generally believe that orderly systems are the most effective and that everyone should be willing to suffer to prevent the suffering of others, but still have a prejudice against orcs and think laws protecting orcs are wrongheaded. They are, in those moments, neither lawful nor good, but as long as those moments are not common or major (or cause the character to act in a way majorly at odds with their alignment), that’s an aberration, rather than something that automatically changes their alignment.
Characters with supernatural alignment elements still feel the same way as those without, but as a result of their very essential nature rather than merely their experience and opinions.
And in the short form, that’s it. It’s a set of tendencies that express your characters attitudes and methodology in the broadest of terms. Except where constrained by class, a character that is 51% lawful and 49% chaotic can be described as of lawful alignment (as can a character that is 34% lawful, 33% on the fence, and 33% chaotic). Characters are not assumed to be paragons of one of nine possible ethos descriptions, just trending toward one of them.
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A Post Script
I have never understood wanting to use game rules to claim a fictional reality must conform to some very narrow view of how it’s cosmology or physics “work” because of how the game rules are written.,
Yes, those are the mechanism we use to have fictional characters interact with a fictional world. But the game rules are always a simplified expression of the complexity of a whole reality, even an imaginary one.
No one claims that in a d20 game, science will have determined that every creature in existence can only increase in lifting capacity by certain quanta of increased weight, even though by the game rules that’s true–when you go from a 17 Strength to an 18 your lifting capacity jumps by a set amount which is the same for everyone. But we all know that’s a granular simplification in order to have a playable game.
The same is true of absolutely every aspect of an RPG, from economy to ability scores to alignment to skills. Including alignment.
I admit it–I lost track of what Old School gaming ideas I did Pathfinder versions of.
So, time for an index!
Multiclass Hybrid Classes
These are ways to have the feel of 1st and 2nd edition multiclass characters, by creating a new class for Pathfinder. These work a lot like hybrid classes (and there aren’t combinations for things already covered by hybrid classes–who needs a cleric/fighter when you have the warpriest?), and don;t duplicate things that already work fine with pathfinder’s multiclassing rules (a fighter/thief already works well, and if not just take levels of slayer). These new multiclass combo rules give a balanced way to have the same kind of character feel the old multiclass combinations offered.
And over at my Patreon, my patrons can enjoy the Illusionist/Fighter!
There are some Old School ideas worth porting over beyond multiclass character combinations. here are three!
Two things are on my mind at the moment. “Dirty Santa” style gift –exchange games, and treasure division in dungeon-delving style fantasy RPGs. These two things have nothing to do with each other, and yet…
Let me interrupt my own train of thought to point out that I’m not claiming this is a good idea. I strongly suspect it’s a bad idea. But, it IS an idea, and sometimes those demand our attention.
So, let’s combine Dirty Santa and Treasure Division.
Decide how many items there are to be divided. We’ll call this the number of “picks.” If there’s money or other bulk valuables you can divide the total value by the number of people in the party who get treasure (we’ll call them folks), and treat each amount of that value as one pick. (So if there is 2400 gp of coins and gems, and five folks dividing the treasure, that’s five picks worth 480 gp each.)
Divide the total number of picks by the number of folks, and round up.
Double that number, and each of the folks get that many takes. A take represents selecting an item of loot to keep. They should track their takes.
To decide who gets to spend a take first, players all secretly bid how many takes they will spend for that privilege. Then reveal the bids. Whoever bid the most goes first, and the order after id determined by who bid the 2nd most, and so on. In case of ties, roll off to see who goes earlier.
The person who goes first expends 1 pick to select an item. At least for the moment, it is theirs.
The next person may expend 1 pick to select an item left in the pool, or may expend TWO picks to take the item already selected by the person who went first. If that happens, the person who went first gets one pick back.
Proceed in order. On each turn, a folk can do one of these things:
A: Expend one pick to select an item no one has selected yet.
B: Select an item someone else has. This requires you to spend a number of picks equal to 1 + the number of people who have already picked it. So if two people have already picked it, you have to spend three picks. No matter how many picks you spend, one pick goes back to the person you take it from.
C: Select an item someone else has that you were the very first person to pick. This costs only one pick, no matter how many people have picked it since.
Repeat this process until you run out of items, or everyone runs out of picks. If you run out of items, the process is over. If everyone runs out of picks when there are still items left, everyone gets back all the picks they began with, and keep going.
Speaking of Ideas
Here’s an idea; why not support my Patreon? It’s the main way to encourage me to produce more blog posts so if you enjoyed this, maybe it’s worth a dollar a month?