Lawful | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 31 Mar 2022 14:46:25 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.4 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Lawful | Nerdologists https://nerdologists.com 32 32 Dungeons And Dragons Alignment – It’s More A Guideline https://nerdologists.com/2022/03/dungeons-and-dragons-alignment-its-more-a-guideline/ https://nerdologists.com/2022/03/dungeons-and-dragons-alignment-its-more-a-guideline/#respond Thu, 31 Mar 2022 14:41:49 +0000 https://nerdologists.com/?p=6857 How do you use Alignment in your Dungeons and Dragons or RPG Campaign? Is it all that matters for a decision or a guideline?

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I am sure that I have written about this before. But it recently came up for me again as someone who plays Dungeons and Dragons, what alignment means. Actually, it is even used in Roll Player Adventures, the board game, if you have the expansion. The reason to talk about Alignment (and this delves into background or backstory), is that it can be a problem in a game.

Problems With Alignment

The problem that stems from the Dungeons and Dragons alignment system, besides some races being inherently evil, is mainly on the player side of things. And this is not a problem that is inherent in every player. And it is something that the Dungeon (Game) Master needs to be on the lookout for as well. But I haven’t said what the problem is yet.

The problem with alignment is when it is used as the only rule for how your player reacts. If you are a lawful good cleric and the party does something technically against the law, you report it. Because that is what your character would do. If you are a chaotic neutral rogue who loves the steal, you steal from your party. Because that is what your character would do.

It’s the idea that your character is only going to make decisions based off of their alignment. Everything else, that is out the window. And alignment is used to justify things when it hurts the fun of everyone at the table. I’m a chaotic neutral rogue, so of course I steal. Well, the lawful good cleric just reported you to the town guard.

Alignment Is A Guideline

So what good is alignment then? If you don’t use it to make your decisions does it really matter that much? I argue that alignment is a great guideline. And by that I mean that it doesn’t count for everything, but it does a little bit.

In terms of actual at the table play, the best use of alignment is when you as a player don’t know what to do. So instead of slowing down the game trying to figure out what the perfect decision is, use your alignment. Through the filter of being chaotic neutral or lawful good, what option would you most likely pick.

It is also a good guideline for simple things. In real life, basic decisions we generally don’t spend as much time on. For example, I don’t spend 40 minutes picking out an outfit for a relaxing Friday evening, which t-shirt doesn’t matter, I just grab and go. And what that is might be different for you, but we all have some we don’t think about much. The same is true for your Dungeons and Dragons character. Alignment might not influence that basic a decision much, but it’s a good lens.

Finally, it’s a good guideline to potentially eliminate some responses. While lawful good Cleric is unlikely ever to drop into chaotic evil behavior, or even lawful evil, they might dip into lawful neutral, or neutral good. Maybe, if the situation is right, chaotic good. But really the few directly around them. So someone who is chaotic will make neutral decisions but probably never decisions because of a purely lawful reasoning.

Half Elf
Image Source: D&D Beyond

But It’s What My Character Would Do

That is going to be the pushback with players who lean heavily into their alignment at all times. And it is something, for the gaming group, and the fun at the table, that needs to be addressed. Every once and a while doing something detrimental because “it’s what my character would do” is acceptable, but barely.

So why don’t you want to do that? The big reason is that it impacts the fun at the table. When you turn the rogue in for stealing from a manner because you are lawful good, that hurts the fun. When you steal from your party and they don’t catch you, that hurts the party’s fun.

And how is this behavior improved? Firstly, I think talk with the player. If it is the only way that they end up playing, they might not be a good fit for your table. But they might not realize it. If they can’t change or won’t, that is another conversation, and a tougher one to have. But they might not be right for your table.

If they are willing to work to improve, come up with ways that they can that won’t change the character too much. The example of something like this would be, rogue, don’t steal from your party, steal, but not from the party. The party are theoretically your friends, or you need them for something. They should kick you out or turn you over to the authorities if you steal from them. Or the lawful good cleric, what reason would you have to not notice when the rogue steals from the noble?

Final Thoughts

I do think that most players for Dungeons and Dragons, or any RPG, play with alignment as a guideline. But I also believe it is a topic that needs to be talked about. Because, when it goes bad, it can ruin a game, and more so, it can ruin a game group. What we want, even if you play with alignments more as a rule, I would guess you want more people to play.

So using alignment as a guideline helps make sure that everyone has more fun. And if your rogue really needs to steal that painting off the wall, work with the player so that they have a reason their character doesn’t know. You steal the painting, your fun, and now they don’t feel conflicted about their character not reporting yours to the authorities.

How do you use alignment? Have you had any horror stories where it went wrong? Or any great stories about how players worked it out?

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TableTopTakes: Sword & Sorcery https://nerdologists.com/2019/10/tabletoptakes-sword-sorcery/ https://nerdologists.com/2019/10/tabletoptakes-sword-sorcery/#respond Tue, 15 Oct 2019 13:50:01 +0000 http://nerdologists.com/?p=3682 When it comes to dungeon crawling games, Gloomhaven was the first one that I played and is the one that I love the most. But,

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When it comes to dungeon crawling games, Gloomhaven was the first one that I played and is the one that I love the most. But, with the start of the Malts and Meeples streaming channel, I decided that I should get some more dungeon crawlers because a lot of them you can play solo. Now, if you’ve noticed, Sword & Sorcery hasn’t been played on Malts and Meeples, but I am playing through it now with a friend, so not even solo.

In Sword & Sorcery, you control a character who is an ancient hero brought back in this time of need. You are exploring and different scenarios, getting options presented to you as to what to do, and making choices based on the sort of party that you have. During each scenario, you are fighting monsters, collecting soul points, getting money and other loot and hopefully leveling up your character. Then, as you win, you advance to more scenarios. All in all, the basics of what you’re doing in a game are pretty standard.

Image Source: Board Game Geek

Sword & Sorcery does have some unique things, the biggest one being death in the game. When your character dies, you were an ancient soul that has been brought forward in time, so you become a ghost, instead of just being dead. You can do a few things as a ghost, but the main thing you can do and what you want to do, is get to your soul respawn point, respawn, and get back into the fight as fast as possible. Because, if your teammates go down as well, you’ll lose the scenario. This feels unique to me in the game because death isn’t the end. In Gloomhaven, it’s possible to have a character go down half way through a scenario, and while there is plenty of things that player can still help with in terms of running the encounter, you are done playing your character for that scenario. Sword & Sorcery handles that differently allowing you to hop back into the fight, but at a cost. To respawn, you have to use a soul point. And while that doesn’t seem like much of a cost, the soul points are what you use to level up as well, so you’re slowing down your leveling progression, and when you get knocked out and turned into ghost form and come back, you lose a level.

The leveling is also interesting in this game. It’s interesting because it’s not a standard leveling. Characters don’t level up based on XP that is gained, there isn’t a divided amount of anything that gets you closer at a regular rate. You have a group pool of soul points, and you don’t get soul points all that fast. You also have to keep a reserve of soul points because if someone goes down and you have none, they are extremely limited in what they can do until they can get back into the fight. Leveling up is also not a cheap affair. You are spending soul points equal to the level squared that you are going up to. So at level 2 it’s 4 soul points, at level 3 it’s 9 soul points, at level 5 it’s 25 soul points. The game hands them out fairly often, but that’s a lot of soul points to get up to the higher levels.

Another part of the game that I really enjoy, is the character creation/skills aspect of the game. Each character has two sides, a lawful side and a chaotic side. When you start the game, you, as a party, decides if you are going to be lawful or chaotic. That is going to give you a different unique character power than if you have played lawful. It also gives you the opportunity to get different abilities. And when you pick abilities, you have a large variety to pick from. So how you build up a character over time is going to be different than someone else might. Because of that, you really do get a good variety in the game and it adds back in some replayability, even if you know what is going to happen in the scenarios. And, depending on if you are lawful or chaotic, you are locked out of picking some abilities which limits your choices some in an interesting way.

They also have some cool rules for characters and monsters in the same area. If there are more heroes than monsters in the area, you have majority, if you have have twice as many you dominate the area, and just for that, you get an extra hit. But it isn’t just for you, it’s also for the monsters, so if you get swarmed or split up, it’s possible that you’ll be taking extra damage. It’s a nice way to make the majority feel like it means something, but it also means that you can get piled on quickly if you aren’t careful. This is one area that strategy is added into the game where it isn’t just the die rolls.

Image Source: Board Game Geek

The game has a massive rule book, however, and like a lot of dungeon crawlers, that can be a deterrent from people getting into the game. I don’t think that the rules are all that complex, however, once you’re used to them. Most of what you need to know is explained on the cards for your abilities, and resolved by die rolls. So, once you know how to interpret those rolls, it goes fast. I feel like that’s fairly common for larger dungeon crawlers where they need to cover the edge cases, but most of those things will be fairly rare so the focus of the game is actually pretty straight forward.

One downside to the game is that it’s a bit fiddly. I bought a ton of small plastic bags and that helps keep things sorted. But the game itself does not come with those, which means that it would be a lot of work finding stuff. I think that a tackle box or a cross stitch thread box would work nicely as well. I feel like this is a common issue with a lot of dungeon crawlers. Without an organizer or organization strategy for Gloomhaven, it would have the same issue as well. Also, because of the size of the maps and the amount of tokens, you need a fairly large table to play the game easily. Once you’re into the game you know what you need and it’s easier to keep track of, but set-up can be a lot, thankfully tear down is a lot faster which is to be expected.

I also will say that right now I’m playing the game two player, each of us running a single character. I think that we’re going to consider going to two players each. The reason for that was that we’ve had good luck. The friend seems to roll defense like no ones business, so their character has never been in danger and is often the one focused on. And I’ve had a lot of luck doing large amounts of damage so it’s been fairly easy. I don’t know how much more difficult it will be controlling two characters each or what that will do to the length of play, but we’re hoping it bumps up the difficulty a bit. It should because you flip an encounter card after every heroes activation, so theoretically characters will get hit more. We also have two magic users, so we are limited in what we can use for equipment and want to get more variety.

I have enjoyed this game a lot thus far. I don’t think that it’s as good as Gloomhaven, but it’s a lot of fun. The story has been enjoyable, and I like the fact that when you’re knocked out, you really aren’t knocked out of the scenario. I wish it felt a bit harder or had a good way to scale the difficulty. But there are unique aspects to the game and I’m excited for playing more of it. There are also a lot of interesting characters to play and way more than I will probably ever get to, plus expansions. This is definitely not a game for those who don’t like the luck of the dice though.

Overall Grade: B+
Gamer Grade: B+
Casual Grade: C-

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D&D Alignment: True Neutral https://nerdologists.com/2019/07/dd-alignment-true-neutral/ https://nerdologists.com/2019/07/dd-alignment-true-neutral/#respond Tue, 09 Jul 2019 13:19:05 +0000 http://nerdologists.com/?p=3302 The alignments are interesting because, in the middle you have this state of both being neutral on the good and evil axis and the law

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The alignments are interesting because, in the middle you have this state of both being neutral on the good and evil axis and the law and chaos axis. And I don’t know that I have the greatest grasp on what this true neutral position is or that most people have that strong a grasp on it when I’ve heard it talked about.

The issue with true neutral is that it doesn’t give you something to grasp onto. With evil and good, you know those concepts, and between law and chaos, you know what those are as well. Neutral is the position is between those, but it doesn’t give you that easy thing to grab onto. The best starting point that I can come up with is talking about the druid.

Image Source: D&D Beyond

The reason for the druid is that as someone who gets their powers from nature, nature isn’t inherently good or evil. It has some chaos, but it also has an order placed on it from the food chain and survival of the fittest, but these aren’t laws with how humans place rules and order around themselves. So someone who is fully devoted to nature could find themselves in this middle ground where they don’t cling too strongly to anything, but they just see life, death, and survival as the cycle of things. This cycle is neither good or bad, but it is needed for the land to survive.

This is where you can get into issues with role playing in an adventuring group but also why you join an adventuring group. Some outside force is working on your land, whether it be a grove or the whole world. So the true neutral character would look at this one of two ways. Either, it wouldn’t get them to do anything, because it’s the natural order of things and survival of the fittest. If you develop a character like that, you aren’t really playing in the spirit of Dungeons and Dragons and need to come up with a reason why your character would care, or roll up a new character.

But that same thing can also be your hook into adventure. Some outside force is working to destroy the land, whether it be your grove or the whole world. Because it’s an outside force, that means that it isn’t a natural force. Your character now has a reason to go out adventuring to stop bad things from happening. Because it isn’t going to be survival of the fittest, it’s just going to be destruction and not from the natural order and chaos of things, but because someone has a plan to destroy it. This true neutral characters mindset wouldn’t be, in this case, to judge the person as bad, but instead to judge their actions as outside of the balance of things.

Image Source: D&D Beyong

This is the tension of the true neutral character. There’s a chance for them to be apathetic in what is happening in the game. So as a player, you need to really find those reasons, either because of the threat, or some other reason, that you’re out adventuring. For me, the easiest way that I’d do this would be to add in some relationship with another character or NPC that is a very strong bond for your character. By doing this, you’re going to always have a reason to go adventuring. And it give the DM something that they know they can motivate your character with as well. I personally like the idea of it being another player character that you’re connected to, because then it gives the true neutral character more of a reason to follow along and and adventure.

So, what classes work, again, I’ll start out with the disclaimer that really any D&D class is going to work for any alignment, you might have a few things that just make less sense. The ones that are going to have the strongest ties to True Neutral, I would say, would be Monk and Druid. However, another class that I think works well is a very tribal Barbarian. They are going to see everything as survival and not have the attachment to things that the more “civialized” characters might. Death, trials, and troubles are just going to be the natural way of things and neither good or bad. Harder to work in are going to be your Cleric and Paladin who naturally leaning towards more lawful or good.

Probably a wild card one that I think would be interesting would a rogue. Generally, you think of them as chaotic, but what about an assassin rogue who just does their job and they get money, but they dispatch the target with out any passion for it and they don’t judge whether the target is good or evil, they just take the job given. You can even give them a loose code, but not hard rules that they follow to keep them from being lawful It would be easy to stray into either chaotic or lawful with this character (as well as good or evil), but that could basically be the rule for the character. They will take any job (somewhat chaotic), but they need their payment and their details before they’ll take it (somewhat lawful), to keep them balanced in a neutral area.

True Neutral is definitely a tricky one for me to try and explain. It’s also going to be a trickier one to try and play, and in my experience is generally just a stopping off point for characters as they go to another alignment. It’s a decent spot to start a campaign for that reason as you figure out the character’s ticks and traits that will allow you to set-up their alignment.

Have you played a true neutral character? Did you find it easy to play or did you have to put a lot of work into it?

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D&D Alignments – Neutral Good https://nerdologists.com/2019/07/dd-alignments-neutral-good/ https://nerdologists.com/2019/07/dd-alignments-neutral-good/#respond Fri, 05 Jul 2019 13:40:20 +0000 http://nerdologists.com/?p=3293 Neutral is an interesting position to talk about when it comes to Dungeons and Dragons characters. I mainly have a harder time nailing down what

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Neutral is an interesting position to talk about when it comes to Dungeons and Dragons characters. I mainly have a harder time nailing down what I think it is and how you use it in role playing.

I think, the best way that I can describe neutral is that you’re going to do the best option in a given situation based off of the other part of your alignment. So a neutral good character is going to do what they perceive as the best option after they’ve thought about it. Neutral is going to lean away from the impulsive that you can get with both Chaotic and Lawful alignments. In the case of a neutral good character, if they are in a just land, they are going to appear fairly lawful, because the laws are just. However, they aren’t basing their decision off of the law being there, they are basing off of what they believe to be good in the given situation.

Image Source: D&D Beyong

This is going to create a more introspective character, which is going to be better for a character who is less combat focused. The martial classes like fighter and barbarian aren’t going to be the best fits. And as normal, classes like rogue and warlock which can have a more chaotic bent to them, don’t fit the easiest. With that said, any class can be any alignment. I think the two classes that I would lean towards playing Neutral Good would be Druid and Monk.

For me, both the Druid and the Monk classes are those more focused on the long view of things. The druid is surrounded by nature which is going to do what is good for it, and when looking at how long a tree can live and how unchanging mountains are, a druid will take a longer view and more of a loo at what is good. And they are not just going to look at the good for the people living in the land, but also of the land itself. A monk has meditation and that calm and martial arts sort of feeling for their play style. While they can go out with a rush of action and hit you a lot, it seems more like their traditions are built around the discipline of learning those skills versus using them, so again it fits with that long view of figuring out what is good before taking any action.

Let’s look a little bit back at some of them that are less ideal? How could you make a fighter into a lawful good character? I think that it is not that difficult because you would have the jaded soldier who thought that the laws of the land were good, but then saw violence done in the name of those laws against those who were only guilty of not being from that land. While they understand that the sword can be a tool of justice, they weigh it out to determine if using the sword is going to be the just option and the good option or if there is another way. And while they might not themselves know how to do the other option or at least do it well, they can know that the sword is not the right option. The rogue is also fairly easy, because they can have a Robin Hood sort of mindset. They will only ever steal from someone that they know is evil. And they will only do so to improve the state of the common folk who are being oppressed, and not for their own riches.

Image Source: D&D Beyond

Now, you still need to tie those things into why you’d go adventuring. Even the monk and druid. Generally you have to threaten something that they think is good. For a druid that might be their grove. For a fighter that might be a people that they see as innocents. If I were to play a neutral good character that would be the direction that I’d lean into it anyways. I’m sure that there are other ways to play a neutral good character that I haven’t mentioned yet.

If you have some interesting ideas for playing a neutral good character, leave them in the comments below. If you have played one, let me know how you did that, and what the story of your character was.

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D&D Alignment – Lawful Evil https://nerdologists.com/2019/07/dd-alignment-lawful-evil/ https://nerdologists.com/2019/07/dd-alignment-lawful-evil/#respond Tue, 02 Jul 2019 13:25:20 +0000 http://nerdologists.com/?p=3284 Welcome to the dark side of Dungeons and Dragons. Today we’re looking at the only evil alignment, in my opinion, that would make sense to

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Welcome to the dark side of Dungeons and Dragons. Today we’re looking at the only evil alignment, in my opinion, that would make sense to join a generally good adventuring party, and that is why they make an interesting character. I also think that Lawful Evil makes for the most interesting alignment for your BBEG.

The reason I think that it makes a good BBEG, is because when you are lawful evil, you still have a set of rules around what you are going to do. A chaotic evil BBEG would have no issues killing off a 1st level adventuring party if they messed one thing up for them. A Lawful Evil BBEG would see that the adventuring party has some promise and try and twist them into joining them or to use them to unwittingly help the BBEG. Thanos is an an example of a lawful evil BBEG, in the movie, in the comics, he’s doing everything to impress Death because he has a Thanos crush. But in the movie, while his plan of destroying have the living beings won’t solve the problem forever, and there are better options, it’s the option he came up with so he’s sticking to it. But he has rules around doing what he is doing. And that is what you want when creating a BBEG for a game, someone who has rules, who has a reason to monologue at the end.

Image Source: D&D Beyond

But, what about on the other side of the DM’s screen for the PC’s. I made a pretty bold statement saying that a lawful evil character is the only one that would join a non-evil adventuring party. Why do I say that? This is similar to your BBEG who has their plan, a lawful evil character is going to be willing to join up with an adventuring party to help complete their own goal or to help stop the BBEG of the game, because it would have a negative effect on their plans as a whole.

A good example of this would be someone in a thieve’s guild. A thieve’s guild isn’t about stealing stuff at random, they are concerned about running the secondary market and the market on illegal goods in a city. If they get out of control, the city guard is going to crush them. Instead they are focused on staying just out of sight and just behind the scene and actually bolstering up the town so that the city leaders are fine having them commit crimes because if they take them out, whomever replaces them would likely be worse.

Image Source: D&D Beyond

Now, that might not make the best adventurer, but you can certainly tie in pieces of that to a character. In that case, you would probably have to focus at least some of the story on that character, probably based around something threatening the balance of that the city and the thieve’s guild have. But even in that case, it can be a side plot, and maybe your character has to work with the adventuring party to gain their trust prior to them helping them with this somewhat questionable thing.

But back to the alignment. A lawful evil character is going to have their own set of rules that creates their laws. Now, some of those laws that they follow might be the actual laws, but most of them are going to be self imposed rules. An example of this for a character, they might not have an issue killing their rivals in cold blood, but they also might not let mind altering potions into the black market because they don’t want to potentially cause chaos. So both of those things might be illegal in the town or nation, but the lawful evil character will only follow one, because it’s good for them.

Another reason that I think that a lawful evil player character is interesting as well, is that a lawful evil character is more likely to have a long term plan. Going back to the Thanos example, in the MCU, he has a plan that he slowly spends time on, he doesn’t grab the infinity stones in a day. In the comics, there is a whole lot more that Thanos does impulsively. So when you roll up a lawful evil character, come up with your long term plan, of what you really want to work towards. For example, maybe you want to take over the government with as little bloodshed as possible, not because the government is at all bad, but because you want to rule. So you could join up with the adventuring party to go to various towns, pay out bribes, make a few threats, and schmooze to get a groundswell of support, and that would be your long term plan, but you team up with the group on their adventurers to be able to do that.

Even with all that said, I do think that you need to really think before you take a lawful evil character into a generally good game. Mainly because as a player there is going to be a lot more work for you in the game than if your alignment is closer to that of the rest of the characters in the game. You are going to have to do your evil things away from the group otherwise you might become their next target. This is easy enough by focusing on it as downtime activities and stuff between sessions when it’s appropriate. But you also have to keep a reason around why you’d continue adventuring. This means that your evil plan is progressing or at least, you are stopping someone else’s evil plan that would interfere with your own. And that is on you, as much as the DM, to do in the game, because the DM has the rest of the table to focus on as well.

I want to add in one final thing that you could think about as well. If you want to play a lawful evil character and drop a big surprise in the game, you can work it out with your DM that your character is going to be the BBEG when all is said and done. Maybe there is another “BBEG” who is doing what you want to do, just not as well, so you have to take them out to take over for them. That would be a great twist to put on the rest of the players at the table, and would be a moment that people remember. I would say, if you do this, once it’s revealed that your character is actually the BBEG, the DM takes over and you pull out your new character who will join the party. That way it doesn’t feel like the odds start to stack up against the players. Unless it’s the case where your character goes BBEG and you immediately have a fight and whatever side wins, that ends the game. Or, one final way to keep control of your character would be to take over yourself as the DM and the DM can pull out a character sheet, which would be a fun twist as well.

Would you play a lawful evil character in a game? Have you played one, and was it in a good campaign? How did it go, if you have?

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D&D Alignment – Lawful Neutral https://nerdologists.com/2019/06/dd-alignment-lawful-neutral/ https://nerdologists.com/2019/06/dd-alignment-lawful-neutral/#respond Thu, 27 Jun 2019 13:05:06 +0000 http://nerdologists.com/?p=3274 I debated what direction I wanted to go. Did I want to go across the top and do all of the good ones, or down

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I debated what direction I wanted to go. Did I want to go across the top and do all of the good ones, or down the side and do all the lawful ones, or be chaotic and just randomly pick the next one to do. Eventually I decided that I’d take the lawful route and go through all the lawful options and then go to the neutral options and then the chaotic options. I think with lawful to chaotic versus good to evil, you have more interesting things to talk about.

Lawful Neutral is pretty straight forward. You don’t have that particular bent towards good or evil. Instead, you are going to take things more at face value and make a judgement on it based off of more the cultural norm. You also don’t feel the need to jump out there on some righteous quest. You’re really getting your desire to adventure more from the lawful side of things, which I’ll get to. Being neutral doesn’t mean that you’re going not have opinions on things. Thinking more about it as a drive or focus, you aren’t going to be driven to do something good, because you are a character who has focused their life on being good, or the opposite for evil.

Image Source: Wizards

But I think the lawful aspect is really what is going to drive this character to adventure. They are going to be very tied to following the laws of the land. While a lawful good person might make a judgement on laws of the land that they don’t consider to be just, a lawful neutral might realize that it isn’t just, but it’s the law of the land so they are going to uphold it. For that reason, when something bad comes to the land, like a large raid of bandits, and evil wizard who wants to take over and is breaking the rules of the land, this character is going to get up in arms about that.

Now, this doesn’t mean that if the laws of the land are all unjust and in favor of a tyrant that they going to go along with them. The laws of the land do generally need to be just. The lawful neutral character is going to consider what is for the greater good in this situation. They are going to try and depose a tyrant to set-up a just ruler and someone who will put in rules that they can follow, and they might even see themselves as that person. I think that’s something that might trip up a lawful neutral player. If a law is unjust and only helps the few, they probably won’t uphold it or see it as a fair law. Though, if there’s only a law like that, they’ll see the whole system as the greater good, it’s when that starts to be the focus of the system that the lawful neutral character will attempt to depose or to change the system.

So, what classes work well for a lawful neutral character? A fighter, especially with soldier background would make a lot of sense in that role. They are trained to follow orders and follow the rules in place and they know the consequences if order isn’t followed. A wizard would make a lot of sense as well with their magic coming from study. I do think that almost any of the classes can be lawful neutral, something like warlock or rogue lean away from that, but I think that all of them do make sense. The warlock would see the rules of their patron as being part of the rules of the land that doen’t have to be good or evil in those rules being given for the power. For the rogue, I think of the government sanctioned assassin who is dealing with NPC’s who are too hard to get to in a completely normal legal method, so the rogue has been sanctioned to be a part of the legal system when someone is too well protected to get to otherwise. I always like to find ways to play against type that way. I said for lawful good that Paladin and Cleric were in their sweet spot there, but they can be lawful neutral as well, I think following a deity of justice that helps uphold the laws of the land would make a lot of sense.

Image Source: D&D Beyond

As a DM, I think that you can use a lawful neutral characters alignment to ask them questions about how much they will follow the rules of the land. If something seems like it is fair and just and legal, are they going to do this? It isn’t an alignment though that I see getting a ton of play. Mainly because it doesn’t allow you to be a murder hobo because you’d have to deal with yourself as a character who oversteps your bounds. However, this is something that you can make into a role playing point as well if you want, as a DM.

Have you played a lawful neutral character? What traits did you lean into? Have you played against type with your class?

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D&D Alignment – Lawful Good https://nerdologists.com/2019/06/dd-alignment-lawful-good/ https://nerdologists.com/2019/06/dd-alignment-lawful-good/#respond Tue, 25 Jun 2019 13:13:40 +0000 http://nerdologists.com/?p=3264 We’re starting in the top corner of the alignment matrix. Just a quick reminder, the alignment matrix goes from Lawful to Chaotic on the horizontal

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We’re starting in the top corner of the alignment matrix. Just a quick reminder, the alignment matrix goes from Lawful to Chaotic on the horizontal axis and Good to Evil on the vertical axis. So let’s talk about what a lawful good PC is like, and why you might be out adventuring as one of them.

If you’re lawful that means that there are some set of rules that you follow and you want to follow them closely or perfectly if you can. In the case of a lawful good character, you’re going to most likely be following the rules of someone or something that is known to be good as well. This can be the laws of the land, but it’s more often the rules of a good deity, since humans, elves, dwarves, etc are all fallible creatures. That means that sometimes you might not even follow the laws of the land if you believe that they aren’t just.

Image Source: D&D Beyond

The good piece just means that you’re not going to do something that’s evil. It seems pretty simple that way. But to go along with that, it doesn’t mean that you don’t do anything. If there’s something that seems like it’s for a righteous and just cause, you’re going to do that or at least be inclined towards that quest line. Good also means that you might not want to be a party to when the other PC’s from the adventuring party are doing something questionable. We’ll touch on some of that earlier, but a lawful good character might see how something can be useful, but wouldn’t ever take part in it themselves because they won’t do something that isn’t either ideally good and lawful. An example of this might be torturing a goblin to figure out what the giant goblin horde is up to. While it might be a goo thing because it would save a lot of people and the goblin is an evil creature, and even the rules of the land might allow for torture, it’s possible and probable that a good character wouldn’t want to be party to that. But they might also understand why other player characters would be, and leave so that they can do what they need to.

Now, when playing a lawful good character there is a chance it could fall into what is called lawful stupid. This is most commonly a trait for paladin or clerics where players lean too heavily into the lawful and good tropes. It’s going to be the case where a paladin sees someone stealing something, and because stealing isn’t lawful or good, run them through with your sword. The king insults you, that isn’t good, run him through with your sword. It’s the simple reaction to everything that can be scene as not lawful, but in particular not good. If it’s not good, that means death. But that doesn’t seem all that lawful or good in and of itself. Killing someone for stealing because it’s evil is an extreme reaction, which really doesn’t keep you in the camp of good. Capturing them and taking them to the city guard, now that makes a lot more sense. Less violent example of something similar though is a lawful good character who refuses to go into an inn because they serve alcohol and drinking is a sin. Even though they just saw the bad guy run into there.

But beyond the reaction of violence for an insult, lawful stupid can also mean that a character is too trusting and naive. Just because you are good and lawful doesn’t mean that you think everyone else is going to be. This can be equally as harmful as it’ll cause strife in the party when the lawful good character just asks someone a question who is clearly hiding something but doesn’t disbelieve them. Especially if you’re dealing with the face of the party or a split party for some reason so that you’re going to be missing information that you would otherwise want to have readily available for the party.

So how do you avoid this as a characterization for your PC? I think it’s just adding in some dimension to your character. I talk in the first article of the series who your alignment isn’t how you only run your character. It’s a framework for developing a well rounded character and for not spending too long while making a decision. If you find it taking too long, just make that decision based off of the alignment for your character. I gave an example for the thieves stealing bread. But for the Kings insult maybe you don’t trust them more. For the Inn and you don’t approve of drinking, you don’t have to have your PC drink. Being suspicious of people isn’t anything that goes against lawful good either. It allows you to have a more developed character if you don’t just treat them purely as in the tropes.

But let’s talk about why a lawful good character would go adventuring.

Image Source: D&D Beyond

I actually think that this one is pretty easy to come up with reasons for going out. You can go with the story where something really bad is going to happen, that will motivate a lawful good character to go out and stop it. The adventure might also be something that a good character gives to the player characters. But if you’re playing a heroic campaign, it’s most likely that you’ll have quest givers that are good or that will want something good done. Now, it can be interesting as a DM to subvert that sometimes. Maybe you’re “good” quest giver has given out a quest that on the surface seems good, but is actually something the actually evil quest giver needs done to complete their plan. Or maybe the actual quest itself isn’t good when you get down into it. I will say, don’t do that all the time though, or your players will never trust you again, and yes, I mean players, not player characters.

So what classes work for lawful good?

The two people will think of right away are Paladin and Cleric. Both of them are tied to a deity of your choice, so it would be easy to pick lawful good ones and a lot of the deities are. But I think that there are some other interesting options, you can even play against type with something like a rogue. A rogue assassin who only kills evil people who are above the normal law, that makes a lot of sense for a lawful good character. Warlock is probably the trickiest as your patron almost has to be lawful good. Something like Hexblade might work. Final question for classes would be if a necromancer wizard would work, and I think that it could possibly. It is a little bit trickier, because you have the lawful good wanting to raise not good undead, I think most of them are evil, and that might be a conflict for you depending on how you play it. But there are necromancy options that aren’t just raising the dead which might work.

So, now that we’ve delved into this alignment. Would you want to play a character with a lawful good alignment? If you have, how have you avoided the lawful stupid trope?

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D&D Alignment – What is Alignment? https://nerdologists.com/2019/06/dd-alignment-what-is-alignment/ https://nerdologists.com/2019/06/dd-alignment-what-is-alignment/#respond Wed, 19 Jun 2019 13:08:00 +0000 http://nerdologists.com/?p=3247 I think this is the last big character creation piece that I haven’t touched on. I’ve previously done series of articles on the Classes, Backgrounds,

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I think this is the last big character creation piece that I haven’t touched on. I’ve previously done series of articles on the Classes, Backgrounds, and how to develop an interesting backstory. But I’ve only touched on the various alignments in passing. Some of that is because the alignment system can be somewhat controversial and can be used as a reason to be a jerk while playing. What I’m hoping to do with this series of articles is go through and show how you can use alignment in your game to inform your characters decisions.

Image Source: Wizards

So, let’s start, what is alignment?

Alignment is the moral touchstone for your character that has been laid out in Dungeons and Dragons and used some in other role playing systems to give you a better idea how to play your character. There are two axis for alignment, from good to evil and from lawful to chaotic, with neutral between both pairs, so you end up with nine different alignments.

When you create your character, you select one of these nine different alignments for your character. You can use that alignment as a filter to make the decisions for your character. And it’s possible during the game that your alignment will change, but that will be up to you and possibly your Dungeon Master if that happens. In most cases, going up from Neutral to Good or Evil to Neutral will be informed more by your Dungeon Master, but if you have a character that falls from Good to Neutral that’s something that can come from either direction.

How do you pick an alignment?

I personally think that it ties into what you want to do for your backstory a lot. The story you will create will help inform if you are a law abiding character or a character who is out to cause trouble. Your class can also determine some of that as well, though there are both Paladin and Cleric sub classes that allow you to play a fallen or evil version of both classes. However, normally both will align with Good or at least Neutral and generally both will lean more lawful while someone like a Rogue would be more chaotic.

If you don’t have an idea for a backstory, the Dungeons and Dragons backgrounds can help you pick out your alignment as some of the items that you roll, personality traits, flaws, bonds, and ideals will help inform that decision and give suggestions base off of which one you pick from the list or randomly roll.

But what does alignment really mean?

Image Source: D&D Beyond

This is where alignment is controversial. Some people use it as a crutch for their character to be a jerk. Something like a Chaotic Neutral Rogue stealing from party members would be an example of this. It might annoy everyone at the table, but if they can’t roll a high enough perception to catch her as she stealth’s and steals, there’s nothing that the players can do. Or the dumb Barbarian who gets bored as a Chaotic Neutral character and randomly picks fights, and then in the presence of the king decides to pick a fight. Players at time will say something along the lines of “It’s what my character would do because I’m chaotic neutral.” But really it’s more about wanting to play that jerk character and have the spotlight. The same can be the case for the Lawful Good Paladin who won’t go into the tavern because they don’t drink, who will stab anyone if they do anything wrong, but then will also refuse to go along with any plan that might be a little bit morally grey. Or it would be the true neutral druid, so neutral on both the lawful and chaotic scale as well as the good and evil scale, who then refuses to get involved in anything and won’t latch onto they are neutral and just at peace with the world.

But that’s the extreme. When alignment works well, you use it to inform some decisions and a touchstone for your character in the long run. That means that your Chaotic Neutral rogue might not steal from the party, though borrowing something from someone they don’t like and forgetting to return it, that’s a possibility. Or a Paladin might look the other way when the rogue does steal a bunch of money, and even take a share that they then donate to the church. But those are all fairly specific examples still, I think more generally, alignment is what you use when you aren’t sure which of two options or more that your character would take. Instead of agonizing over a long time, if you can’t come to a fast decision, you look at see which options aligns most closely with your alignment. Using it that way, you can have a fully developed character, as even in real life, some people might be lawful good when it comes to one area and chaotic neutral in another area of their life. So don’t let your alignment stop you from playing like you want.

So what’s coming next in this series on alignment?

We’re going to go through the nine different spots on the alignment matrix. I’m going to do an article on each one of those so you can get a better idea of what they mean and how you can use them in your role playing.

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Dungeons and Dragons Character Races – Dwarves https://nerdologists.com/2019/04/dungeons-and-dragons-character-races-dwarves/ https://nerdologists.com/2019/04/dungeons-and-dragons-character-races-dwarves/#respond Mon, 01 Apr 2019 13:45:59 +0000 http://nerdologists.com/?p=2950 Hi ho, hi ho, it’s off to work we go… We all know about dwarves from such classics as Snow White and more so Lord

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Hi ho, hi ho, it’s off to work we go…

We all know about dwarves from such classics as Snow White and more so Lord of the Rings. Really, Lord of the Rings is the basis for so much of Dungeons and Dragons, because it is the basis for so much fantasy in general. Dungeons and Dragons has built upon it, to really build out the dwarven structure of society that you don’t really fully see in Lord of the Rings.

Image Source: Wizards

Dwarves tend to live in a pretty rigidly structured society, and that’s one of the defining features. I think that Wizards of the Coast recommend that dwarves are lawful in their alignment. This comes because dwarves are generally part of a large family group and so you have certain family expectations to live up to.

Dwarves also live for a longer than human life span. It’s not as long as elves, but dwarves still live for several hundred years. Instead of taking that time out to go adventuring, they are going to be working on honing their skills to create their masterpiece, whether that is some ale, sword, piece of armor, etc., that work is how you’re going to get recognized as a dwarf in your society.

Even with that, dwarven society is rigid. So while you can probably work your way up the societal ranks by creating a masterpiece, the amount of time you have to work on that is going to be low if you’re in a lower rung of a family. However, being in a family is very important, you could also call it a clan, though they are generally set-up as a family group from ages ago. If you are clanless, you are an outcast who other dwarves really look down upon. You’d be hoping that someone will invite you into their clan so that you can have some standing in your life.

Image Source: Troll And Toad

And I think that’s one of they key points, dwarves really like order in their lives. A dwarven adventurer is going to be seen as a bit of an outcast from normal dwarven society and might have troubles coming home again, if they just up and left their clan. However, clans will most certainly send out dwarves to adventure to help maintain stability, to spread the word of dwarven deities, and to look for some great treasure that would be the centerpiece for the clans standing among the other clans.

Mechanically, dwarves are slower than other races such as humans and elves, but their make up for that by having a bonus to constitution. You really get the double down on constitution with some of the dwarven sub races which get more HP per level on average than other races playing a similar class. Dwarves also have advantage against being poisoned, and even if they do end up being poisoned, they are poisoned less. You also gain some proficiency with various tools and weapons to start, so if you are playing a class that wouldn’t get access to some weapons, you now are going to have access to them.

But let’s talk about some Dwarven backstories…

My clan is the black sheep of clans. We generally deserve our reputation. Our clan is known for employing shady methods of gathering trinkets. If something goes missing in your clan, it might show up in our clan a generation later, I’m not saying how it got there, but it might happen. I, with my particular set of skills, got asked not just by my clan, but by the clans as a whole to head out into the world. The older generation said it felt like there was some changes on the wind that might be an issue for us. They were possibly also tired of me taking their stuff.
Class: Rogue
Alignment: Lawful Evil/Lawful Neutral
Background: Criminal

I miss my little blacksmithing shop. It was a quaint little place that gave me peace, but I can’t ever see it again. I was kicked out of my clan for a misunderstanding. I had started to build up a name for myself and go up in the clan, which was getting on the nerves of some of the family members who were closer to the main family. I was set-up on day when one of the nobles staged it so that I thought I saw an assault in progress. I snapped and used my smithing hammer and killed a dwarf before they could stop me. The whole issue came out, and while the noble was punished, for my crimes I was exiled. Now I’m searching for a treasure or something that will get me back into my old clan so I can go back to my black smith shop.
Alignment: Lawful Neutral/Lawful Good
Class: Barbarian
Background: Guild Artisan

Image Source: D&D Beyond

All praise Moradin, the god of Dwarves who heats our forges and makes our armor and weapons strong. Brothers and Sisters who have fallen away, I am coming for you. My clan has sent me out from our sanctuary against the ravages of the underdark in a time of need when the Drow and Duegar attack. I am coming when I can to bring you back to your faith and stop whatever or whomever is driving you away from your faith. That was the letter that I sent out two years ago, I’ve been on the road every since. I know that just showing up as a lowly member of Moradin’s church will not grant me an audience with someone so fully corrupted. I seek a way to show Moradin’s power to them.
Alignment: Lawful Good
Class: Paladin/Cleric
Background: Acolyte

Dwarves are an interesting race to think about and give good role playing opportunities if you lean into some of their traits. I didn’t talk about the rivalry/dislike between dwarves and elves, because I did in the elf article last week.

Have you played a dwarf in a D&D game? How have you built your dwarf up?

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What’s My Motivation? – D&D https://nerdologists.com/2018/11/whats-my-motivation-dd/ https://nerdologists.com/2018/11/whats-my-motivation-dd/#respond Tue, 06 Nov 2018 14:04:16 +0000 http://nerdologists.com/?p=2613 This ties into the articles I’ve written on different characters class, backgrounds, and most recently on having a happy backstory instead of having a darker

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This ties into the articles I’ve written on different characters class, backgrounds, and most recently on having a happy backstory instead of having a darker backstory, so it’s area that I’ve covered a fair amount, but I wanted to write about it really focusing in some more on role playing and playing your characters motivations.

Image Source: D&D Beyond

I would say that the ideas I’ve been giving in posts have been medium levels of backstory. It has been more than just suggesting playing a rogue who likes to stab stuff. But it also hasn’t been creating a lot of very depth heavy backstories. I leave stuff generally vague like what deity it is that the cleric is following, what town or area you grew up in that something horrible happened in. It is very possible to set-up a very in depth backstory where you list out your friends, you family members, everyone who has wronged you, what your life was like growing up, what all of your hopes and dreams had been.

There are multiple reasons for me doing that, the first being, if you want to use it, some of those things are things you’ll have to work through with your DM, because I don’t know your game, and some of them are stuff that you don’t need to know. Knowing too much about your character does a few things, it can limit what the DM can do around your character, because there will be a lack of mystery. It can force you into playing a character in a certain way and finding out that you don’t enjoy it. It can limit your character in how they can develop.

The one that I want to focus on for this topic is the fact that it can force you into playing your character a certain way.

The point of this topic was to cover two things, the first being, what’s my motivation for adventuring, the other other being, what’s my motivation for role playing. These two topics are fairly closely held together. Most likely the reason you have for adventuring is also the reason that you’re going to have for some of your characters motivations and interactions in role playing. If goblins murdered your family, you’re probably adventuring to get revenge on the goblins, it’s also probably going to mean that when you run across an injured goblin that poses no threat to you, you’re still going to want to kill it.

With motivation for adventuring, there can be a lot of different reasons. A bard might be in it to see the world, be able to travel and perform on different stages that they wouldn’t have access to otherwise. You could also have a Barbarian who is just in need of and bad with money, so they don’t care too much about the adventuring, but they always need money and the adventuring party always gives them a little money. Or you could be out looking for a lost holy artifact as a cleric, getting revenge on a ruler who slaughtered your village as a fighter, or out to protect your grove against a blight that is on the land as a druid. There are a lot of reasons otherwise that you could be looking into adventuring. But one of your jobs as a player when creating your character is to make sure you have this answered.

Image Source: D&D Beyond

Along with having that answered, a lot of DM’s will put your party together, but if you and fellow players can come up with a reason for putting together, or better yet come up with a reason for keeping your party together, that is huge. Whether it’s because your party has similar goals or needs or because you actually like each other, it’s important to have some reason. This motivation with help inform some of your interactions and will help it make sense when the story of the game isn’t focused on your character to keep them as part of the group. Now, this isn’t all on you as a player, the DM has to keep all the characters involved in the story as well, but if you’re creating the loner Druid who cares only about her part of the forest, when the characters aren’t focused on that, that druid is probably going to leave the party to either go off on their own or to find another adventuring party to help them.

But also with motivation, we want to talk about the idea of role playing your character. I talked some earlier about having a medium depth background story. Some of the reason was that it doesn’t lock you into a single specific way of playing your character, but also because it doesn’t lock you into a single path going forward. It’s too easy to lock your self into a single purpose and single goal while role playing and then finding out that you really don’t enjoy it.

Now, I realize that sometimes it’s fun coming up with a ton of backstory and all of these different plot hooks, but often times it’s going to be too much to actually work into a game and there is a chance to feel disappointment because it wasn’t fully touched upon. As a DM, personally I don’t try and avoid using peoples backstories and generally I’ll try and tie them into the campaign as I go. However, if something doesn’t fit in with the overall story, or if I feel like the story is leaning too heavily on a single person, I am going to try and change it up which might keep it from using all of your backstory. If there are too many plot hooks as well for your character, I might not touch on all of them, instead just focusing on one of them to really add into the main story with a nod or two thrown to others of them.

Beyond having too many plot hooks, having too few is bad as well. If, as a DM, I don’t get much to work with, I’m not going to put as much effort into keeping your character engaged story wise. My assumption is that you’re going to like combat more so and I’ll make sure to sprinkle enough of those in as well. But it also doesn’t give you much framework to role play, if you want to role play a lot, a consistent character. They might end up being consistent because you’re just playing your own personality, but it might be that they are very chaotic in how they respond to everything presented to them. Being a little chaotic isn’t bad, and a lot of people play chaotic characters, in fact, the Total Party Thrill podcast has an episode (linked here) about how Chaotic Good is probably where most adventurers should be playing out of.

So there is chaos in a good way and in a bad way. A chaotic character can at times be used as an excuse to do whatever you want, but chaos means less that you just do whatever sounds the most fun in the moment, it more means that you’re willing to do what it takes in situations laws be damned, and you’re willing to be flexible for the greater good, again, I think that Total Party Thrill with their episode does a really good job of explaining it, so I’ll leave that as a listen for people.

Image Source: D&D Beyond

There is one major exception for having much of a backstory, or any of one really, and that’s at a Convention or while playing a one-shot. When playing those shorter games, focus in on a single thing for your characters. When I was playing Dungeons and Dinosaurs game at AcadeCon the first year I was there, one person made their T-Rex very impulsive, I had an herbivore and I made him into a researcher who was watching and documenting everything. We didn’t have more backstory or direction for character than what we gave them, in fact about the only thing we knew about the dinosaurs came on a dinosaur fact sheet. In that case, having that one thing you role play to is important as it’s going to allow you to have a focused character for that short time without slowing down the game because you’re trying to pick out or build more depth into your character.

What are some things you’ve used as motivation for either being part of a party or role playing a character in Dungeons and Dragons or any role playing system?


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