I’ve
been looking forward to Champions of Balance
for some time. Over the years, there have been many books published
covering the topic alignment in Dungeons & Dragons/Pathfinder
games. However, these book have tended to focus on good and/or evil.
There has been a dearth of books covering the alignment that sits
between the two: neutral (there also haven’t been a whole lot
looking at law and chaos). To an extent, neutrality’s position as
an in-between alignment makes it harder to define and discuss. Yet,
in many ways that makes discussing it all the more important. I was
also quite impressed with Champions of Purity, which looks at
good alignments in Pathfinder, so this is another reason I looked
forward to the arrival of Champions of Balance.
The
wait was certainly worth it. Champions of Balance
is quite a remarkable book and exceeds my already high expectations
of it. As I’ve said before (in my review of Champions of
Purity, linked above), I’m not
a fan of alignment overall, and I honestly think the game could be
improved without it—though it would entail quite a bit of work to
make the change. However, if it’s going to be there, you might as
well make the best of it. Yet alignment can be a difficult thing to
adjudicate. Good and evil can be hard to fully define, and if you
can’t define good and evil, then how do you define what fits
between them? In the real world, these are just abstract concepts.
Everyone has their own concept of what good and evil are, and they
bring these concepts with them into the game. Yet in the game,
alignment is not so abstract; indeed, it is an absolute concept where
one can be objectively defined as “lawful good” or “chaotic
evil”. In the real world, most people will agree that other people
can behave in evil ways, but virtually no one would ever actually
admit to being evil,
as no one actually believes themselves to be evil. There are always
justifications and reason for actions. Yet in-game, a detect
evil spell can state quite
clearly that someone is evil and there’s little one can do to argue
against it. Outsiders representing the ideals of particular
alignments exist in the multiverse. These powerful beings’ very
existences are centred on, and defined by, their alignments. As such,
the game needs a clear definition of what good and evil are. I’m
not sure that that definition has been fully attained—it probably
hasn’t, as there will still be disagreements between players—but
books like Champions of Purity
and now, Champions of Balance
have moved things a little closer to achieving that definition.
So,
how exactly does Champions of Balance
define neutrality? Is it a case of someone who is just a little
morally wavering, someone who isn’t quite good, but still refrains
from evil acts? Is it someone who just doesn’t have a rigid moral
code and is just indifferent to it all? Or is neutrality that
oft-touted, but somewhat bizarre concept of perfect balance, where
every act of one alignment is countered by an act of its opposite
alignment? Is neutrality something actively chosen or is it something
people end up following just because they don’t quite live up to
the ideals of any other alignment? Well, it’s a little bit of all
of that. Much like Champions of Purity
does with good, Champions of Balance
achieves a definition of neutrality that allows for a wide variety of
character types and personalities. After all, there are only nine
alignments total in the game, yet there are far more than nine
different kinds of people.
Champions
of Balance follows the same
basic structure as Champions of Purity.
In comparison with most Pathfinder Player Companion
books, it is quite heavy on descriptive (“fluff”) content. Just
like with good, a lot of discussion is necessary to tie down just
what “neutral” means. Most of this fluff content is concentrated
in the first half of the book with mechanical options (“crunch”)
taking up much of the second half. This doesn’t mean that there’s
no crunch early in the book and no fluff later, but simply that
there’s more of each in their respective locations. I tend to
prefer fluff to crunch (and as such, my reviews often focus a little
more on fluff), but I have to say I really like many of the crunch
options in this book. They are generally very flavourful and work to
enhance roleplay as well as offering mechanical benefits.
The
book opens with a look at “Why Be Neutral?” and offers a number
of brief, very basic reasons why a player might choose to make a
neutral character. It introduces the various concepts that the book
will be tackling, although doesn’t yet go into a great amount of
detail about them (that comes later). There is also a sidebar on
“Strategic Neutrality”, which talks about players who choose
neutral alignments for their characters simply because there are
fewer spells and abilities in the game that directly affect neutral
characters. The sidebar stresses the importance of the roleplaying
aspect of alignment and choosing an alignment that will make the game
fun for everyone at the table, not just one that provides the most
mechanical benefits. Finally, this section also contains a new story
feat, Crisis of Conscience, which is for characters making the
journey from either evil to good or good to evil and who are
currently at the neutral stage of that journey. The goal is to reach
the desired alignment. This feat has a great deal of roleplaying
potential and in the hands of a good GM and player, it could prove to
be a very fun feat to include in a game. A tale about a character
seeking redemption, for example, could be very compelling. Alas, it’s
also a feat that could be easily abused, especially as there is the
option to take it a second time after completing it to allow you to
go back the other direction—back to your original alignment (be
that good or evil). Reaching the goal in either direction requires
simply committing an act of “decisive good or evil that shifts your
alignment accordingly”. There are some examples of decisive acts
given, but ultimately this requires careful GM adjudication
(surprisingly, the feat makes no mention of using the redemption
system given in Champions of Purity
to help adjudicate characters trying to become good) as it would be
pretty easy for players to just do an act or two of good (for
example) to change alignment and get the completion benefits, then
immediately revert back to doing evil acts. Fortunately, the
aforementioned sidebar, although not on exactly the same topic, helps
stress the importance of the roleplaying side of this feat.
The
next three sections of the book take a look at each of the three
morally neutral alignments in turn, starting with lawful neutral.
Provided with each alignment are three “philosophies” showing
different ways to play the alignment. They helpfully illustrate how a
single alignment can cover a breadth of character personalities.
There is also a look at the advantages and challenges of each
alignment, as well as the kinds of allies and opportunities each
alignment presents. Each alignment also has a couple of traits
associated with it. Finally, there is a sidebar with each alignment
covering a topic specific to that alignment, and all of them address
what I consider very important things. The lawful neutral sidebar
looks at the relationship between lawful neutral characters and the
local laws of the land, and whether such characters always obey those
laws. Players and GMs often conflate “lawful” with “law-abiding”,
and this sidebar points out the ways in which a character can be
law-breaking and still lawful by following a rigid, personal code. It
emphasizes, however, that the code must be reasonably detailed and
“more than a set of consistent emotional responses to certain
situations”. The neutral sidebar looks at the concept of
“Intelligent Neutrality”. Animals and mindless creatures
generally have an alignment of neutral; however, this doesn’t mean
that intelligent creatures who behave like animals get to have an
alignment of neutral as well, even those who follow naturalistic
beliefs. Intent plays a role in alignment and intelligent creatures
are still responsible for their actions—an important thing to
stress. Finally, the chaotic neutral sidebar looks at the differences
between chaotic neutral and chaotic evil. Too many people use the
unpredictability of chaotic neutral to commit evil acts and not have
to write “evil” on their character sheets. This sidebar sets the
record straight that this isn’t what chaotic neutral is about.
Following
the discussion of each neutral alignment, the book moves to an
overview of various neutral nations, planes, and organizations,
showing how neutrality can exist at more than just the personal
level, and providing locations and groups for neutral characters to
belong to. The neutral organizations also contain a benefit for
characters with the Leadership feat who belong to that organization.
The section also introduces a new feat, Practiced Leadership (which
requires Leadership as a prerequisite). This feat gives some added
bonuses to a character’s cohort and each of the organizations in
this section also provides an additional bonus for these cohorts.
From
here, Champions of Balance
turns its focus to mechanical options for characters. There are a
number of new subdomains, ninja tricks, a couple of archetypes (the
negotiator for bards and survivor for druids), new feats (including
some grit feats for gunslingers), a new bloodline for sorcerers, a
new cavalier order, new alchemist discoveries, new arcane discoveries
for wizards, and more. What I really like about the options in this
second half of the book is that, for the most part, they contain
great roleplaying hooks that help to expand the whole concept of
playing neutral characters. I also like that many of them
(particularly the spells) help to redress the fact that there are
very few abilities in the game that specifically affect neutral
creatures, even though there is a plethora of abilities that affect
good, evil, lawful, or chaotic creatures. Several of the spells are
based on existing spells that already have variants for different
alignments but neglect the neutral alignments. Dispel
balance, for example, works like
dispel evil (and its
variants), except that it works against creatures with a neutral
component to their alignment.
One
of my favourite new additions is the “impossible” bloodline for
sorcerers. This bloodline basically gives sorcerers an insight into
the paradoxical nature of reality and its abilities are based around
altering reality in some manner (like walking up walls as if they
were floors). The order of the scales (the new cavalier order) looks
quite interesting, but once again fails to address the order’s
place in the setting—a continuing problem with cavalier orders.
Champions
of Balance also includes a new
prestige class, the envoy of balance. This class, aimed at
spellcasters, seeks to maintain the balance between good and evil,
law and chaos. Its members must be true neutral. The concept of
“balance” is a bit of an odd one, and I’m not sure this book
does a perfect job of discussing it. How exactly does one balance
good and evil? It certainly can’t be that every good action is met
with an equivalent evil one, as evil beings don’t commit nothing
but evil acts. Even a single evil act can be all it takes to make a
character evil. One of the philosophies in the earlier section on
Neutral characters is the agent of balance, and this philosophy
attempts to address this difficult and problematic concept, and it’s
this philosophy that forms the basis of the envoy of balance prestige
class. Unfortunately, there really isn’t room to go into enough
detail on the concept and that makes the envoy of balance a bit
difficult to approach from a roleplaying perspective, even though it
might offer interesting abilities. I’m not sure anyone could ever
really play an envoy of balance that truly reaches the class’s
strange ideals.
Something
that surprised—and also pleased me—is that there is no centrefold
in Champions of Balance.
When I say it pleased me, I don’t mean that I think there should
never be a centrefold and hooray! they finally got rid of it. Rather,
I’m pleased that one hasn’t been included simply for the sake of
including one. I’ve talked about this before (most recently in my
review of Bastards of Golarion).
While these two-page spreads in every Player Companion
since Varisia, Birthplace of Legends
are often very good and enhance their respective books as a whole,
there are a few volumes where the centrefold seems to be there simply
because there’s supposed to be one there and not because there’s
anything useful to put there. Its absence from Champions of
Balance shows a willingness to
leave it out when its not needed—and that’s a very good thing,
indeed.
The
best thing about Champions of Balance
is it adds greater dimension to the neutral alignments. It makes them
more than just in-betweens, and gives players a wealth of background,
advice, and mechanical options for their neutral characters. It’s
definitely one of my favourite alignment books I’ve read. As
someone who doesn’t really like alignment, the fact that I think
this is a very good book is pretty high praise. I am intrigued to see
what Champions of Corruption
will bring. That book hasn’t been announced at this time, but its
eventual existence seems inevitable. I’m not into games with evil
PCs, but a discussion of evil in the game is an important conclusion
to the discussion of good and neutrality.
I don't know where else to say this but I have off topic question. How would you rank the pathfinder adventure paths (rise, curse, darkness, legacy, council, king, serpent, jade, shackles, star, reign and wrath) in order from best to worst in terms of overall quality. I would like to know because your reviews are so good and reliable but you have no interest in looking at past AP's. It would please me greatly to know.
ReplyDeleteHmmm... Interesting question. It's not that I have no interest in looking at past APs (I actually do have such an interest). It's just that I don't have the time. I keep hoping that I'll eventually get the chance to go back and write reviews of earlier ones.
DeleteAt any rate, ranking them all from best to worst is a tough call. I would put a lot of them pretty close together in terms of overall quality, so the exact order I'd put them in might vary depending on when you ask me, but I'll give it my best shot. To date, I have not read Second Darkness, Carrion Crown, or Skull and Shackles all the way through (though I have read bits and pieces of them), so I can't really rank them. As for the rest, I'd probably put Curse of the Crimson Throne or Reign of Winter at the top, followed by Kingmaker and Rise of the Runelords. Wrath of the Righteous would probably come next and then maybe Jade Regent, Legacy of Fire, and Council of Thieves. At the bottom would come Shattered Star and Serpent's Skull.
Of course, every adventure path has strong points and weak points. Souls for Smuggler's Shiv (the opener of Serpent's Skull) is a brilliant adventure. It's a shame the rest of the AP is somewhat lacklustre. And a good GM can make even the worst adventure a lot of fun.
Hope that helps!
The adventure path material is high quality material, thats said you need to find out your gaming groups average style. Thats the tuff one. I have a split group older players that are old school and prefer AD&D1 its more about the experience & the sand box go anywhere mentality, the other a younger base and pathfinder players former D&D3.5 who like to build characters and history. Its more about the plot and mystery and intregue. It boils down to Diablo2 vs Skyrim. I wouldn't go racing out and get a ton of Adventure path stuff only to find they they don;t like that style. Know you players, have people give you a love/hate blog. Know you time frame, how much play are you looking at, and prob when. Once a week/2 weeks month? For 6 months year?
ReplyDeleteSounds over the top but its actual what you need to do to find your target block.
Definitely good advice.
Delete