Of all the modern 5E versions, in terms of alignment support? D&D 2014 and 2024 clearly win the alignment battle. Both systems preserve the classic AD&D-style 9-axis alignment system, so popularized in memes since the Internet was born. D&D 2024 reduces the mechanical aspects of alignment by removing it from monsters and by making spells such as "detect evil" detect only certain creature types. Also, where D&D 2014 has typical alignments for monsters, D&D 2024 does not.
So in a way, D&D 2014 is the strongest in terms of alignment and rules. I can see why the interactions with alignment rules were removed in 2024; they are an extra layer of rules used infrequently in special situations, and it is easier to leave them out, remove the special cases, simplify the game, and reduce the layered complexity of the system as a whole.
D&D 2024 is a more streamlined version of the concept, with alignment shifting toward a role-playing and personality-framing tool. It has very little to do with mechanical rules, and the game seems to be putting up a wall between roleplaying traits and traits that affect the rules. But they still kept the system and did not remove it entirely, unlike every other Open 5E clone.
Tales of the Valiant got rid of alignment entirely. Level Up Advanced 5E moved the entire system to "alignment traits," and it is removed from character creation. So, D&D 5.5E deserves praise for keeping alignment alive rather than throwing it all out. If we can point to bad choices, we have to point to the laudable ones.
The only game with the traditional alignment as we knew it in the old-school is still D&D. This is laid out best in the AD&D DMG:
BX only used three alignments: Lawful, Neutral, and Chaotic. So, what does this do for us in an old-school game? Let's go back to the source material, again:
"Alignment describes the broad ethos of thinking, reasoning creatures — those unintelligent sorts being placed within the neutral area because they are totally uncaring. Note that alignment does not necessarily dictate religious persuasion, although many religious beliefs will dictate alignment.
The overall behavior of the character (or creature) is delineated by alignment, or, in the case of player characters, behavior determines actual alignment.
Thus, alignment describes the world view of creatures and helps to define what their actions, reactions, and purposes will be. It likewise causes a player character to choose an ethos which is appropriate to his or her profession, and alignment also aids players in the definition and role approach of their respective game personae."
-AD&D 1E, Dungeon Masters Guide, p23
From the master himself, Gary Gygax, on why alignment is important. Now, while AD&D 1E did have mechanical alignment rules (detection spells, etc.), the description of alignment feels more in line with the streamlining of D&D 5.5E. It is kept in the game because it is such a strong roleplaying tool, and given how complicated the rest of 5E is, something has gotta give, so alignment was shifted away from the mechanics and moved back to a pure roleplaying guide.
Alignment defines the reactions, actions, and purposes of intelligent beings.
That's it. Gygax hit the nail on the head there. If you need a guide on how to roleplay a creature, alignment shall be your guide. Do you roll a friendly reaction from a group of chaotic evil bugbears? That could happen. Just because they are friendly doesn't mean they are all just as noble and caring as you. Due to their evil nature, they may stab you in the back when they see a chance. Alignment tempers reaction rolls and acts as a buffer so that every friendly creature towards your party doesn't become a paladin who hangs out with you constantly as best friends. You still shouldn't trust those bugbears, even though they are acting all nice right now.
This is a huge failure for both ToV and A5E. We can always port it in, but we should not have to. This is a clear failure of the game design communities listening too much to social media, feeling that "alignment is outdated," overreacting, and removing it entirely, with nothing to take its place. Saying "the game should not make moral judgments" is weak, and really, it is removing a critical tool that the DM will use to do the same thing.
Games that want to focus on selling you prewritten stories will slowly remove the tools that you can use to make your own. Of course, alignment isn't necessary if you get everything from the adventure module. All the motivations are there! You don't need these "extra words telling you something twice."
Alignment is such a necessary rule; I find myself subconsciously importing it into ToV and A5E, since those games are harder to roleplay without this universal and useful tool. Not having alignment makes the game harder to play and also harder to DM. This group of orcs? They are lawful evil, and they will generally stick to a deal they made, even though they are still rotten to the core. They make deals, expect them to be honored, and have just enough belief in order and structure to stick to their word, too.
D&D does alignment the best, it always has, and I hope it will continue.
If you are running a story-based game, alignment fades in importance since the prewritten story tells you all you need to know.
If you are running a sandbox game? Alignment becomes one of the most important factors in reactions and trustworthiness, and gives you a broad brush to begin painting with before you settle on the fine details. Alignment is critical for sandbox games.











