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Detect Evil/Good... Metagaming?
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<blockquote data-quote="Janx" data-source="post: 5009133" data-attributes="member: 8835"><p>For a DM running a murder mystery, there's a number of spells that make it too easy.</p><p></p><p>Detect Evil, Speak with Dead are examples.</p><p></p><p>If the DM isn't thinking ahead (or just adapting a novel/show to the game), it's easy to forget to cover these shortcuts.</p><p></p><p>The other reaction is the GM will go to even greater lengths nerf or counter those spells. Some of that is also unreasonable.</p><p></p><p>the ideal would be to have a solution that lets the DM run a good murder mystery adventure at any level of party. whatever that means (which is open to interpretation).</p><p></p><p>Just removing those spells turns every murder mystery into sherlock holmes.</p><p></p><p>It also gets rid of the usefulness of those spells in non-murder mystery games. Like somebody died, it wasn't supposed to be a murder mystery with clues, the PCs just need to get info and move on.</p><p></p><p>I would suspect that a villain would have to plan on and counter these spells, just like a modern day villain has to counter our modern day CSI techniques.</p><p></p><p></p><p>personally, I hate Detect Alignment spells. You can't bring the party into a community where some of the people are evil, so that later one of the evil people surprises them with their evilness with that spell easily available (ex. Paladin running it 24x7). Somebody blocking their alignment from the paladin makes them a suspect.</p><p></p><p>Sure there will be ACLU types who want their freedom of unknowable alignment even though they're good and will block it just to yank the paladin's chain, but seriously, that gets old. And when one of the people locked in the mansion with is evilly plotting to kill everybody else, you don't dick around with respecting people's privacy. When 2 of them show up as blocking their alignment, they are both suspects.</p></blockquote><p></p>
[QUOTE="Janx, post: 5009133, member: 8835"] For a DM running a murder mystery, there's a number of spells that make it too easy. Detect Evil, Speak with Dead are examples. If the DM isn't thinking ahead (or just adapting a novel/show to the game), it's easy to forget to cover these shortcuts. The other reaction is the GM will go to even greater lengths nerf or counter those spells. Some of that is also unreasonable. the ideal would be to have a solution that lets the DM run a good murder mystery adventure at any level of party. whatever that means (which is open to interpretation). Just removing those spells turns every murder mystery into sherlock holmes. It also gets rid of the usefulness of those spells in non-murder mystery games. Like somebody died, it wasn't supposed to be a murder mystery with clues, the PCs just need to get info and move on. I would suspect that a villain would have to plan on and counter these spells, just like a modern day villain has to counter our modern day CSI techniques. personally, I hate Detect Alignment spells. You can't bring the party into a community where some of the people are evil, so that later one of the evil people surprises them with their evilness with that spell easily available (ex. Paladin running it 24x7). Somebody blocking their alignment from the paladin makes them a suspect. Sure there will be ACLU types who want their freedom of unknowable alignment even though they're good and will block it just to yank the paladin's chain, but seriously, that gets old. And when one of the people locked in the mansion with is evilly plotting to kill everybody else, you don't dick around with respecting people's privacy. When 2 of them show up as blocking their alignment, they are both suspects. [/QUOTE]
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