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In the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game, alignment is a categorization of the ethical and moral perspective of player characters, non-player characters, and creatures. The original version of ''D&D'' allowed players to choose among three alignments when creating a character: lawful, implying honor and respect for society's rules; chaotic, implying rebelliousness and individualism; and neutral, seeking a balance between the extremes. The 1977 release of the ''Dungeons & Dragons Basic Set'' introduced a second axis of good, implying altruism and respect for life, vs evil, implying selfishness and no respect for life. As with the law-vs-chaos axis, a neutral position exists between the extremes. Characters and creatures could be lawful and evil at the same time (such as a tyrant), or chaotic but good (such as Robin Hood). The two axes allowed for nine alignments in combination. The nine alignments can be shown in a grid, as follows: ==History== ''D&D'' co-creator Gary Gygax credited the inspiration for the alignment system to the fantasy stories of Michael Moorcock and Poul Anderson. ''Advanced Dungeons & Dragons'' (''AD&D''), released between 1977 and 1979, continued the two-axis system. The 1981 version of the ''Basic Set'', however, went back to the earlier one-axis alignment system. ''AD&D'' 2nd Edition, released in 1988, retained the two-axis system. In that edition, a character who performs too many actions outside their alignment can find their alignment changed, and is penalized by losing experience points, making it harder to reach the next level. ''D&D'' 3rd Edition, released in 2000, kept the same alignment system.〔 ''D&D'' 4th Edition, released in 2008, reduced the number of alignments to five: lawful good, good, unaligned, evil, and chaotic evil. ''D&D'' 5th Edition, released in 2014, returned to the previous schema of nine alignments. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Alignment (Dungeons & Dragons)」の詳細全文を読む スポンサード リンク
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