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Go fire up your client, get Shadow to read the Thay Necromancy book... there's literally a skill check [Evil Cleric] [Wisdom].
Bottom line: Hasbro make cheap plastic toys in sweat shops in Vietnam using materials cheaply sourced from China.
Alignment = Ethics / Morality, it's not something they're interested in.
Not even that in some cases. You can be the most generic CE ork warlord who follows Grummushs faith to the letter and spends every day of his life beating up everything in his, until the day were an adventuring party rips him to shreds within two turns.
That guy will neither go to the Abyss, the Limbo or Pandemonium. He goes straight to Acheron, a LE plane, because thats where his god is.
So when you say roleplay what you mean is you pick the dialogue options that fit there alignment right?
Why are you necroing year old posts?
The thing is that alignments is never done right in games. Look at Kingmaker for example. When you play a paladin you are only given lawful stupid decisions. You are not given options that play to the character you want to play. Because of this you are only given terrible choices that does not play the way you want your character to play and ruins any sort of role play.
It plays the same with evil alignment. The game decides your dialoge for you and you don't get a choice on how you play the way you want.
That can be given to characters like it is currently given to clerics.
Then better to leave it out since choosing a god in 5e doesn't give you spells.
So in essence, Clerics are basically catalysts for the gods who find them worthy. Or am I misinterpreting?
This thread is fascinating, btw. Nice to see multiple viewpoints.
There is no 2 step rule in 5e. A cleric can be of any alignment with a god of any alignment.
That's not quite true. The role of alignment appears to be going away, but the servants of the gods (priests/clerics) must still be aligned with that god's interests - it's just that it isn't labeled any long with an "alignment". A person who champions the poor and innocent would not knowingly become a devotee of Bane, as not only would they not choose to in the first place, but Bane would reject them (unless the god thought they could be turned/corrupted I suppose). The point really being that the person's motivations must still be in step with the god's motivations, whatever they may be. Drastic mismatches don't really happen between a god and their followers because the gods have divine means of knowing who their followers are and people tend to worship gods that reflect their own value system.
The only thing that's changed is that the strict label system of alignment has been dropped and now players and DM's have to pay more attention to the nuance of actual behavior instead of relying on a restrictive, yet convenient "box" that they can place all characters in.
Alignment is, and always was, just a lazy short cut for people that didn't want to actually put the time in to roleplay their characters realistically. It was a convenient way for the DM to say, "No, you probably wouldn't do that since it doesn't match your alignment." And it was a way to keep players from just doing whatever willy nilly thing they felt like within each moment - consistency. Good, law abiding characters tended to stay that way because their Lawful Good alignment told them they were that way and evil, backstabbing Chaotic Evil characters stayed that way because their alignment told them to. But now, players have to actually think about who their characters are what really motivates them.
Outside of a very small set of restrictions, alignment was always an overly simplistic, infantile system of morality and motivation, but it sorta made sense in a game that was born from a miniatures wargame - it wasn't meant to be particularly deep at the time. It was meant to show everyone what type of character you were at a glance, without a ton of reflection. Games and rpg's have come a long way since then, and pruning the alignment system away is one of the best changes to come to D&D in a long time.
This is true but what we are saying is that it is always poorly implemented in pc games. In the table top setting it is more fluid and easier to represent. In video games it is harder. Which is why I used kingmaker as a perfect example on how poorly implemented it is. You can only play lawful stupid paladin as it only gives you terrible choices.
When I played BG1 and BG2 I made a character and played the game. Alignment didn't affect me. I don't remember alignment shown in dialogue options. And I picked the options I felt my characters would pick based on how I envisioned my characters. Sure, some spells and magic items were restricted, but now they ain't.
That someone playing the game want to go murder hobo with a paladin or be a nice guy playing a warlock doesn't restrict me in my ability to play my characters the way I want and envision them. And Should I meet people who play the game too silly for my style in multiplayer I'd simply not play with them again.
In BG1 and BG2 companions left or stayed with my main character based on reputation, not alignment. So if I played evil and wanted good guys in my group I just had to pay some gold to a temple to increase my reputation. No roleplay, no character development, just loot.
In BG3 it seems that each companion has an attitude towards my player based on my dialogue choices. This is waay more advanced than simple alignment or reputation in BG 1 & 2, so I really don't think Larian has dropped the ball.
On the subject of the outer planes: Where my characters goes when they die means nothing to me. They get resurrected or forgotten.
So I won't miss the alignment system.