Alignment
has been a long-standing part of the Dungeons and Dragons game, and
now Pathfinder. Different editions have treated it in slightly
different ways, but at its core, it’s remained essentially the same
(well, 4th Edition D&D altered it quite significantly, but for
the purposes of this article, I’m tracing the evolution up through
3rd Edition and into Pathfinder). To be honest, I’ve never been a
fan of the alignment system. I feel it’s archaic and the game would
be better off without it. However, I do understand why it’s still
there. It is, in many ways, an iconic part of the game, something
that identifies it and sets it apart from many other roleplaying
games.
Alignment
certainly does have its uses. Some people may roll their eyes and
laugh (and I’ve literally seen that done—after hit points,
alignment is usually the first thing detractors of D&D/Pathfinder
attack) at the idea that nine designations can cover the entire
breadth of possible personalities. Of course alignments can’t do
that. But what they can do is provide a starting point to build a
personality around. This can be particularly useful for gamemasters,
who often need to come up with personalities on the fly. Looking down
and seeing “lawful good” printed on the page gives an initial
focus to build a personality around. It can’t possibly tell you
everything about that character, but it can give you a broad idea.
Alignment
can cause a lot of argument, though. Ask ten people their
interpretations of an alignment, and you’ll probably get ten
different interpretations. The rulebooks of various editions of the
game have tried to detail and describe the alignments, some doing it
better than others, but disagreement can still abound. It’s not as
much of a problem these days, as the game has become less strict
about enforcing alignments. Gone are the days of experience point
penalties for acting out of alignment—and good riddance to them!
Few people are one hundred percent consistent in their actions and
those old rules enforced unnatural characters (particularly with
those of lawful and/or good alignments, since those alignments were
the most rigid).
There
have been a few supplements over the years that have added additional
material and discussion to the alignment debate/interpretations. The
3rd Edition books, The Book of Vile Darkness
and The Book of Exalted Deeds
went even further, making alignments (evil in the case of Vile
Darkness; good for Exalted
Deeds) the focus of the books
and adding new character abilities, spells, feats, and game effects
tied to alignment. Now Pathfinder enters the fold with Champions of Purity, a book focused
on characters of the three good alignments. It offers advice for
playing good alignments, along with new feats, traits, spells, etc.
for good characters.
There’s
a lot more fluff descriptive text in Champions of Purity
than in most recent Pathfinder Player Companion
books, which have been heavily focused on character options. In this
particular case, this is a good thing (and not just because I tend to
prefer fluff to crunch). As I’ve stated, alignment interpretation
can be divisive, so this book needs to take the time to avoid
creating more divisiveness. The book has the tough job of giving
clear-cut descriptions of each alignment, whilst also not alienating
players and GMs who might have slightly different interpretations. As
such, the book does fall short of its goals a few times, but for the
most part it does a good job. The relatively smaller amount of crunch
material also helps avoid alignment becoming too central to every
character’s abilities and avoids an arms race for who can get the
best alignment powers, something The Book of Vile Darkness
and The Book of Exalted Deeds
suffered from, due to having to fill up much larger amounts of space.
Champions of Purity’s
shorter 32-page length is much more suited to this type of book.
The
book opens (after the usual “For Your Character” overview) with a
discussion on “Why Be Good?”, providing some basic motivations
for good characters to go out and adventure. Very often, adventure
motives are rather greed-orientated, with characters adventuring to
find loot and get paid. Even most published adventure modules hook
the PCs in with the promise of a reward. But this chapter draws
attention to the most problematic part of this money-centric view of
adventuring. Shouldn’t good characters be doing these deeds out of,
well, the goodness of their hearts? Why would good characters expect
or want payment, especially payment from helpless villagers who might
not be able to afford it? This chapter offers several
non-treasure-related motivations for good characters, helping players
come up with reasons why their characters are out adventuring in the
first place. As is often the case in Player Companion
books, these reasons may seem pretty obvious to experienced players,
but for players new to the game, unsure of how to play their
characters, these options can be very helpful. There is also a
sidebar in this chapter, emphasizing the importance of everyone in a
group being on the same page regarding how much of a role alignment
will play in the game, and stressing that alignments are “shorthand
codes” and that one alignment can cover many different types of
people—an important thing for some people to recognize.
Following
this come the most important sections of this book: discussions on
each of the good alignments, starting with lawful good. Each two-page
section provides three sample “philosophies” for characters of
that alignment, illustrating how one alignment can cover numerous
character types. Each section also includes advantages and challenges
of playing the given alignment, and in-world opportunities and allies
for characters of that alignment. Finally, each section ends with
three new traits that can be selected by characters of that
alignment. These sections do an excellent job of laying out exactly
what it means to play good characters, showing the differences
between lawful good, neutral good, and chaotic good, without
straight-jacketing players to rigid concepts. The advice will be
invaluable to newer players unsure of what the alignments are
supposed to mean, and can also be useful for more experienced
players.
From
here, the book moves into a brief overview of the races,
organizations, and countries of Golarion that are considered
good-aligned, the people and places good PCs might want to be
associated with. Following this is the section of the book that is
least successful. “Good Characters in Bad Situations” lays out
the ethics and moral quandaries that come from having a good
alignment, as well as provides an overview of evil regions that good
characters could still come from. Unfortunately, while the chapter
does a good job of describing the kinds of moral problems that can
arise, it offers very little in the way of advice for overcoming
these quandaries. It gives an example where adventurers kill a group
of goblins, then discover a bunch of goblin babies that are now
parentless (and has a wonderful picture to go along with it). What
should good characters do? It goes on to state that some characters
might want to find the babies a home, others might prefer to leave
the babies to fend for themselves, while others might believe that
killing the babies is the best solution and the most merciful. Of
course, there should be no easy solution to this quandary; indeed,
multiple solutions can be justified, each with its own individual
problems. However, the problem here is that this section never looks
at the implications of each possible solution it offers to this
example, implying that with the right justification, you can do
anything you want—which kind of defeats the whole purpose of being
good. I really expected a more in-depth, thorough examination of
these kinds of problems as these can form major events in a campaign.
They are much too important to gloss over the way this chapter does.
That said, I do like that the chapter opens with a very clear
statement that not everyone likes including moral quandaries in their
games. Some people play the game to escape such problems (having too
many of them in the real world), and players and GMs alike should be
aware of what everyone’s expectations are when starting a campaign.
At
this point, Champions of Purity
moves into more “crunch”-focused material, much of which is
interesting and useful and some of which is less so. Virtuous Creed
is a new feat that allows you to select a heavenly virtue. These
virtues work similarly to monk vows in Ultimate Magic
(although they can be selected by any character). Characters abide by
certain restrictions in order to gain a benefit. Virtues include
humility, courage, freedom, purity, protection, and mercy. Much like
the monk vows, the benefits gained are fairly minor and many people
may not consider them worth a feat, especially since you can lose the
benefits if you fail to live up to the ideals of the chosen virtue.
However, they are flavourful and can add a new dimension to
characters.
There’s
an interesting system on redemption. When can an evil character
trying to become good really be considered good? When does that
character’s alignment actually change? In this system, evil
characters must go through a selection of “penances” in order to
become good. Falling back on evil acts during this time can negate
penances already achieved. The number of penances characters need to
complete depends on their hit dice. Higher hit dice characters have
to complete more penances. I’m not entirely convinced that tying
penances to hit dice is the best route to go for this. It does tie
into the idea that more power equals greater evil (the detect
evil spell returns results based
on hit dice, for example); however, is this really necessarily the
case? Isn’t it possible that a powerful individual could be only
mildly evil, and thus capable of redemption much more easily than a
low-powered individual who is thoroughly wicked but just hasn’t had
the chance to accomplish anything with that wickedness? Hit dice, I
think, can provide a starting point, but I’d advise GMs to be
willing to adjust things based on individual circumstances (the book
does advise GMs to increase the number of penances for “exceptionally
evil” creatures, but lacks similar advice for less evil creatures).
Luckily, the redemption system is pretty loose, and the GM has a lot
of say on what even counts as a penance (the listed penances are just
examples and are quite varied), so GMs have quite a bit of wiggle
room if they choose to use the system.
Champions
of Purity also has quite an
extensive collection of new abilities for various character classes,
managing to get in a little bit for just about everyone. There are
new subdomains, rage powers, evolutions for summoners’ eidolons,
rogue talents, alchemist discoveries, and so on. All of these are
focused around being good (and generally require a good alignment). I
find the alchemist discovery change alignment
to be a bit questionable. This discovery forcibly changes a target’s
alignment to good for ten minutes per level. I’ve often found it
odd (and a little disturbing) that the game doesn’t generally
consider mind control to be an evil act. Even though this discovery
makes the imbiber good, it’s still removing that person’s free
will, which is a very questionable action. Luckily, the ability
actually acknowledges this and states that some good faiths outlaw
its use. Apart from this discovery, however, there are a lot of very
interesting abilities throughout the book. I particularly like the
flavour of the sacrifice self rogue talent, which allows rogues to
provide an adjacent ally with the benefits of their evasion ability
(by essentially shielding their allies and taking the damage
instead). I also like the addition of new witch patrons and hexes for
good witches. The witch class has suffered a bit from a
disproportional number of hexes geared towards evil characters. The
new ones in this book help redress that balance a little.
Of
course, there are also new spells and magic items in the book. Accept
affliction is a wonderfully
flavourful spell, allowing casters to transfer curses, diseases, and
poisons from their targets and into themselves, useful in those
situations where spells like remove disease,
remove curse, or
neutralize poison
either fail or are unavailable. I also like the inclusion of the
seraphic pistol. I
know firearms are a controversial part of the game and not everyone
includes them in their own games, but for those that do, it’s good
to have a few magical firearms available along with the swarms of
other magic weapons.
Overall,
Champions of Purity is
a very good examination of good alignments. Although it doesn’t
always go as in-depth as I’d like (particularly in the “Good
Characters in Bad Situations” chapter), it does provide useful
guidelines to players of good characters, particularly players new to
the game who might still be confused by this odd thing called
alignment. It also contains lots of new character options that are
flavourful and generally useful. I’d go so far as to say that
Champions of Purity is
one of the best alignment-focused resources I’ve seen for the game,
certainly much better than its 3rd Edition counterparts.
Very nice review.
ReplyDeleteI'm now interested in whether it's counterpart in evil discusses "sins" a good character has to go through to become evil. In Pathfinder (and in life) there seems to be a belief that one evil action can make you a monster but a dozen good actions are required to make you a decent human being (not even a saint). It makes sense when dealing with people, once burned twice shy and all that, but mechanically just isn't as appealing to me as it makes evil a stronger force than good.
ReplyDeleteBest look at Champions of Corruption to see if they caught that too!