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I’d prefer to do this, than insist everyone defines their character by alignment. It’s not hard to work out if you are playing a Good or Evil character after all. If such a thing were ever to come up in a campaign, I think we’d just have to make a ruling on where your character stands. That plane affects you in different ways depending on your Alignment. Travel to Mount Celestia and you will see a plane that is the personification of Order and Goodness. If you’re playing in a Planescape campaign then the it’s quite a fundamental thing that the Outer Planes are aligned along moral and ethical lines.
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The general concept of “Alignment” – of Good, Evil, Law and Chaos – may be quite relevent in certain circumstances. Of course, all this depends on the campaign. If you think your character’s back-story, personality traits, ideal, bond and flaw are more than adequate, then you can ignore Alignment entirely. If declaring that your character is one of the nine available alignments helps to define who the character is, and make them easier to roleplay, then by all means use alignment. There are a tiny, tiny handful of abilities where alignment does play a role in the rules, and if these do come up in play then we’ll have to muddle through them as best we can.Īs Alignment has so little mechanical influence on your character, then you can take it or leave it. For example, the paladin’s traditional detect evil ability has been remained “Divine Sense” and doesn’t detect Evil, but instead detects the presence of celestials, fiends or undead creatures. Spells and abilities that mention alignment do so in name only. In D&D 5th edition, Alignment has little mechanical effect on the game.
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However, this is meant to be a discussion not a monologue – so if you disagree with any of the options I’d like to use, or want to make a case why another variant is really the bee’s knees, then let me know. I’m going to list all the variants and optional rules that I’d like to use in the game, and all the ones that I’ve chosen to ignore – and I’m going to explain why. Some I will just briefly touch upon, while others I will dwell on in more detail. By my count there are more than 90 variant rules scattered through the Player’s Handbook and Dungeon Master’s Guide, and I’m going to go through every one of them in this post. After more than two years of playtest packets and limited options, the whole breadth of the new PHB and DMG are now at our disposal, along with all the variant content and optional rules modules that the game now offers. With about a month or so until the start of the my first ‘proper’ 5th edition campaign, I’d like to spend a moment hammering out the rules we’re going to use to play the game.