BASIC D20 ALIGNMENT
The alignment system in d20 games is difficult to use because there are no definite game rules coveringalignment. Vital to any alignment system are rules to govern alignment shifts. Normally, it is left to theDM to decide if a player portrays his character's alignment correctly. If the player's roleplaying is foundlacking, then the DM must use his own judgment, and the few guidelines given in the rulebooks, todecide if an alignment shift is appropriate. There are no game mechanics to fall back on.
In this system, both the ethical (law-chaos) and moral (good-evil) components of alignment are given ascore on a scale of 0 to 20. The number 10 represents neutrality on both axes. Scores of 20 indicate amaximum of law and good, while scores of 0 indicate a maximum of chaos and evil. Thus, a thoroughly
chaotic good character would have an ethics score of 0 and a morality score of 20. Conversely, adiabolically lawful evil character would have a 20 in ethics and a 0 in morality.

ETHICS AND MORALITY
Ethical Alignment
Component
LawfulNeutralChaotic

Moral Alignment
ComponentGood
Neutral
Evil

Ethics Score
Range
14-20
7-13
0-6

Morality
Score Range
14-20
7-13
0-6

The tables above show the score ranges that correspond to the various alignments. Lawful ranges from
14 to 20, chaotic ranges from 0 to 6. Neutral with respect to law and chaos ranges from 7 to 13. Good
ranges from 14 to 20, evil from 0 to 6, and neutral with respect to good and evil from 7 to 13.
Starting scores for new characters are shown in the table below.
Ethical Alignment
Component
LawfulNeutralChaotic

Moral Alignment
Component
Good
Neutral
EvilStarting
Ethics Score17103Starting
Morality Score
17103THE ALIGNMENT CHECK
After every game session, the DM should determine each character’s predominant behavior patternduring the adventure. The DM should determine if the character’s action were in keeping with lawful,chaotic, or neutral behavior on the ethical scale and good, evil, or neutral on the morality scale. After
this determination, make alignment checks. An alignment check consists of rolling a d20 and comparing
it to the character’s ethics or morality score. The process is as follows:
1. Lawful Behavior - If the character behaved in a predominantly lawful manner, roll a d20 and compare
it to the character’s ethics score. If the roll exceeds the character’s ethics score, add one point to the1ethics score. If the roll is less than or equal to the ethics score, there is no change to the ethics score. A
roll of natural ‘20’ always results in adding one to the ethics score.
2. Chaotic Behavior - If the character behaved in a predominantly chaotic manner, roll a d20 andcompare it to the character’s ethics score. If the roll is less than the character’s ethics score, subtract
one from the ethics score. If the roll is greater than or equal to the ethics score, there is no change tothe ethics score. A roll of natural ‘1’ always results in subtracting one from the ethics score.
3. Ethically Neutral Behavior - If the character behaved in a predominantly neutral manner, roll a d20
and compare it to the ethics score. If the character’s ethics score is higher than 10 and the roll is lessthan the ethics score, then subtract one from the ethics score. If the character’s ethics score is less than
10 and the roll is greater than the ethics score, add one to the ethics score. If the character’s ethics
score is equal to 10, there is no change to the ethics score. And in all other cases, there is no change tothe ethics score.
4. Good Behavior - If the character behaved in a predominantly good manner, roll a d20 and compare it
to the character’s morality score. If the roll exceeds the character’s morality score, add one point to themorality score. If the roll is less than or equal to the morality score, there is no change to the moralityscore. A roll of natural ‘20’ always results in adding one to the morality score.
5. Evil Behavior - If the character behaved in a predominantly evil manner, roll a d20 and compare it to
the character’s morality score. If the roll is less than the character’s morality score, subtract one fromthe morality score. If the roll is greater than or equal to the morality score, there is no change to themorality score. A roll of natural ‘1’ always results in subtracting one from the morality score.
6. Morally Neutral Behavior - If the character behaved in a predominantly neutral manner, roll a d20
and compare it to the morality score. If the character’s morality score is higher than 10 and the roll isless than the morality score, then subtract one from the morality score. If the character’s morality scoreis less than 10 and the roll is greater than the morality score, add one to the morality score. If thecharacter’s morality score is equal to 10, there is no change to the morality score. And in all other cases,
there is no change to the morality score.

CHANGING ALIGNMENTS
When a character’s alignment changes, the ethics or morality score becomes the score listed as thestarting score above (which is in the middle of the range for that alignment). For example, if acharacter’s ethics score goes from 13 to 14, indicating an alignment change from neutral to lawful, thecharacter’s ethics score immediately changes to 17. Thus, characters must dedicate themselves to theirformer alignment for quite some time if they wish to regain it.

2

Some examples may clarify.
Example #1 - A character performs a major act during the adventure that the GM considers chaotic.
After the adventure, the GM rules that the character acted in a predominantly chaotic manner. Thecharacter's ethics score is 15. The player rolls a d20 and gets an 11. Since this result is less than thecharacter's ethics score (of 15), the GM orders the player to subtract 1 from the character’s ethics score.
The character now has an ethics score of 14. She's still lawful, for now.
Example #2 - During the next adventure, this same character performs a great act of heroism, risking herlife to save hundreds of innocents. The GM determines that this act merits an alignment check for good
behavior after the adventure. The player rolls a d20 and the result is a 20. Since the character'smorality score is 17, her morality is increased by one for a new total of 18.
Example #3 - A few adventures later, our character commits an act of evil. The player rolls a d20 andgets an 18. Since this roll is equal to the character’s morality score, there is no change.
Example #4 - The character commits a significant act of chaos during the next session. The player rolls
the dice and gets a result of 7. As a result, the character’s ethics score is now 13. Since this indicatesneutrality an alignment change has occurred. The character’s ethics score becomes 10, the middle value
for neutrality. Only consistent lawful behavior will allow the character to regain her old alignment.

MORAL SUPPORTThis system is designed to make it increasingly harder to become more lawful, chaotic, good, or evil.
The higher (or lower) your score, the harder it is to make the actions in keeping with your alignment
count towards increasing your alignment score. To become more good, you must beat your morality
score when you make alignment checks for good behavior. To become more evil, you must roll less thanyour morality score when you make alignment checks for evil behavior. It is very easy to slip (with either
an act of goodness or an act of cruelty) and start moving towards neutrality. This system makes itchallenging to continue following an extreme alignment. Likewise, it is hard to remain neutral if thecharacter consistently engages in behavior favoring one alignment over the other.
Bringing a "score" into the alignment system gives players an incentive to play alignment correctly. TheGM calls for alignment checks, but a roll determines the results. This makes the job of the GM easier bygiving alignment change an air of objectivity. Players are more likely to accept the results of a failed rollthan the arbitrary judgment of a GM. Of course, even with this system, the GM ALWAYS retains theright to adjust a character's alignment. The GM may determine that a single act changes a character'salignment and force an alignment change.
The GM should remember to call for alignment checks when a player plays an alignment correctly. Ifalignment checks are called for only when transgressions occur, all characters will eventually be forced
to shift alignment. The GM should also call for alignment checks only for significant behavior. A paladin
who squashes an innocent bug is not risking his immortal soul by committing an evil act.

3