Behavioral Alignment

Adapted from Heroes of Horror

Under this system, alignment still exists, but it’s not nearly as absolute as the core rules have it. Good, evil, law, and chaos do not exist as true universal forces. Rather, alignment simply measures a character’s general attitudes toward life, the world, and the people around her. Good and Evil cease to exist as monster subtypes or spell descriptors, because beings and tools are defined by what they do and how they are used, not by an intrinsic moral value. Guidelines and restrictions still exist for certain character types, of course. A paladin still must be upright and honorable, help others, and in all ways uphold the tenets of the lawful good alignment. A barbarian still cannot be lawful. Demons are always chaotic evil. Such terms represent codes of conduct those characters must follow, or personality traits common to the race or class, rather than an overriding force to which the being is bound. Some players might not even put an alignment on their character sheets, but just play a character as personality dictates. The alignment entries in the Monster Manual become guidelines, not rules. The average blue dragon is still going to behave in a manner normally associated with lawful evil, but because of his personality, not as an intrinsic part of his nature and not as a representative of some mystically detect-able force.

Behavioral Alignment

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