Druid Alignment
UnknownQuantity
Member Posts: 242
I always wondered why druids have to be true neutral in D&D 2nd edition. It seems in Baldur's gate the Druids you run into are either good or evil. I haven't seen any that seem true neutral. I'd like to play a fighter druid that is neutral good alignment. So far this is the only thing stopping me, but I am also thinking it might be fun to play a neutral charater as you can do both good and bad things. Still chaotic neutral would probably be more enjoyable then true neutral.
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Yeah it's obnoxious, and true, the druids inside of the game itself don't really follow those rules, but hey, you can still kick their faces in or let them live as the tree-pansies they are. Just as long as you enjoy yourself.
Since that implicitly means every Druid is insane, it helps to picture alignment as a threshold, with Druids having their own alignment chart inside True Neutral, and falling anywhere in that alignment normally, just to lesser extremes than those who aren't in touch with the forces of Balance.
And things got really murky since Ranger/Druids are able to be Neutral Good (though they have a lot of specifics involved to work out correctly, and are half-elf multiclass only).
With 3rd edition of course, things finally stopped being retarded and let them be any part neutral.
That said, an Mythos priest of an evil nature diety is basically a druid, just without shapeshifting and a ridiculously complicated order structure for levels 14-16.
Even the greediest people IRL don't think of themselves as evil.
@Pantalion Dont't prevaricate about the shrubbery, tell us how you really feel. Holy cow did that crack me up. Actual pistachio spit-take across the keyboard. I commend you on your definitive statement which might well be unpopular with the masses, but one with which I concur.
Merry New Year to you.
I know people like the fighter/cleric and ranger/cleric, but I was doing some math using the experience tables and it appears the dual class fighter/druid is better in some ways.
Clerics need more experience to gain all their top their spell slots. To achieve them all requires you to dual at level sometime before level 13th when you would recieve an extra half attack per round. You would probably have to dual around level 7 to get them all.
On the flip side a Druid gets all it's high level spell slots at 25th level at around 5000000 experience. This means you can get not only to 13th level as fighter, but also to 15th as a fighter before dualing. At 15th level of fighter your thac0 with be 6. After you start getting Druids levels again at 16th druid level you will recieve a further thac reduction of 6 from druid thac0 reduction. That puts you at the maximum thac0 of 0. You will basically have all the benefits of a fighter including grand mastery and an extra 1/2 attack per round over the cleric/fighter. You also get all the benefits of a full Druid maxing out available spell slots. It seems possible the most optimal class combination. You could dual wield scimitars or daggers or a combination of both. I believe you would end up with 4 attacks per round if you dual wield.
Faldorn - Chaotic Neutral
Cernd - Lawful Neutral
True story.
Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes. Mordenkainen is one such character who takes this concept to the extreme, dedicating himself to a detached philosophy of neutrality to ensure that no one alignment or power takes control of the Flanaess.
Druids frequently follow this True Neutral dedication to balance, and under Advanced Dungeons & Dragons rules were required to be this alignment. In an example given in the 2nd Edition Player's Handbook, a typical druid might fight against a band of marauding gnolls, only to switch sides to save the gnolls' clan from being totally exterminated.[10]
Lara Croft, Lucy Westenra from Dracula and Han Solo in his early Star Wars appearance are neutral.[9] The true neutral outsiders are known as the Rilmani.
Arthur = LG
Van Hellsing = LG
Mina = CG
Jonathan = NG
Steward = LN or LG (can't quite decide, definitely lawful though)
Quincy = NG
Renfield = CN
Lucy = TN, CE post-Drac
Drac = CE
Brides = CE