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== A Broader Perspective == Alright, salt shakers and skub cans aside now. When creating a character after the alignment system, you can run into the problem of the alignment table being too narrow. After all, in a lot of games and stories, characters aren't just "good" or "lawful" - they can be complex characters with more than one side to them, or with a goal to pursue rather than an ideal, that can lead them to behave very different from what the alignment table offers. This is because the ideals and concepts presented on the table can be interpreted in various ways that might end up harming your character in the long run, and as such may be more viable as a guideline rather than an outright rule, like most elements of tabletop gaming. Lawful is usually regarded as "I follow the rules of the land", while Chaotic tend to be "I do whatever I want regardless of laws", but it doesn't in fact have to be like that: Lawful doesn't have to mean that your character follows the laws, just that the character has some kind of ruleset or set of morals they follow and generally won't bend from, even if they are self-imposed (such as the rigorous self-discipline of a [[Monk|monk]]). Similarly, Chaotic might mean that your character doesn't care for these limitations and will change ideals on a whim, or not have them at all. Likewise, Good is usually "I help and protect and don't afraid of anything" and Evil "I will kill because I can", but Good could also mean that your character is generally not self-concerned and will happily defend someone else to preserve something (remember, humans are flock animals β we only do good to others if it does good to ourselves, even if that is just the good feeling of doing good things), while Evil can be a character who has a goal they want to achieve by absolutely any means necessary. Examples using the above method of making a character could be the Lawful Evil duelist who will happily kill a man on the street, but only if it follows his own code of honor, and who is in a [[party]] because he wants to meet stronger foes, or the Chaotic Good mage who one day helps his [[party]] with spells, but turns a character into a rabbit the next, just to make sure the spell works properly when he meets an opponent. Another point is that alignment is meant to represent ''tendencies'' rather than hard-and-fast stagnant points. A Good character can be pushed to the breaking point and do something Evil, or a Lawful character can agonizingly choose to make a Chaotic decision that goes against everything he believes in to prevent the unthinkable, or an Evil character might find herself doing something selfless because she's not ''that'' evil. Indeed, people acting in ways they normally wouldn't due to pressure and circumstance is where drama comes from. Plus, and this is the important bit, ''doing one act out of alignment does not constitute an alignment shift''. (Unless you're a pre-4e paladin anyway.) The Lawful cop whose heart causes him to make an exception for the hooker who needs to feed her kids, or the Chaotic cop who swears to his dying partner that he'll bring the bad guy in "by the book" don't ''stop'' being lawful or chaotic just because they acted out of alignment once. Just remember that these things aren't set in stone. Talk with your fellow PCs and the [[DM]] and make sure they understand how you interpret the system and how you use it with your character - you can have loads of fun with unique characters this way. Anyone can make and play a Lawful Good Paladin who is gonna spare the [[BBEG]], but it is harder to make and play the Lawful Good [[Konrad Curze|vigilante who will happily slaughter entire groups of criminals and put them on spires around town as an example of what happens if you mess with the children of the village.]] That said, every alignment also has [[Stupid Alignments|generally agreed-upon points]] where you would be wise not to push too far.
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