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detect evil
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<blockquote data-quote="shilsen" data-source="post: 490386" data-attributes="member: 198"><p>As Elder Basilisk and Dr Rictus have pointed out, most of these fixes, esp. the one where Detect Evil detects only <em>really</em> evil creatures simply exacerbates the problem. I'm running Detect Evil as written (the PHB description indicates that it applies to everyone - not just innately evil creatures) and it never poses a problem. My PCs know that they interact with a number of evil people on a daily basis. Coincidentally, I just sent the following email message to another player in my group:</p><p></p><p>"Remember that while D&D alignment is objective, it is something that only some people can detect (spellcasters). So most people know that it can be detected, but can't do so themselves and have to trust someone to tell them that someone else is evil (or good or lawful or chaotic). Also, in most human societies (predominant alignment: neutral), there's a wide cross-section of all alignments, and there are a number of evil people openly walking around. Someone being evil is not an indictment or evidence against them in a court of law. If a paladin walks into a bar and detects evil, he'll detect the drunk at the bar (who beats his wife & children regularly), the fat merchant having an ale (a greedy miser who cheats all his customers), the group of guys whispering in a corner (spies who've also cut a few throats), and the guy with a robe and staff in the corner (an evil mage who is enjoying his wine and not thinking of harming anyone at all). Now if the paladin walked up and smote any of them, that would be a seriously evil act in itself. Good and evil people interact on a daily basis. Sure, you might not like to interact with a particular person, but unless you're a paladin or a cleric of a particularly zealous good deity, it's more likely to be because you just don't like the other guy as a person than because he's evil. It's a matter of character, rather than alignment."</p></blockquote><p></p>
[QUOTE="shilsen, post: 490386, member: 198"] As Elder Basilisk and Dr Rictus have pointed out, most of these fixes, esp. the one where Detect Evil detects only [i]really[/i] evil creatures simply exacerbates the problem. I'm running Detect Evil as written (the PHB description indicates that it applies to everyone - not just innately evil creatures) and it never poses a problem. My PCs know that they interact with a number of evil people on a daily basis. Coincidentally, I just sent the following email message to another player in my group: "Remember that while D&D alignment is objective, it is something that only some people can detect (spellcasters). So most people know that it can be detected, but can't do so themselves and have to trust someone to tell them that someone else is evil (or good or lawful or chaotic). Also, in most human societies (predominant alignment: neutral), there's a wide cross-section of all alignments, and there are a number of evil people openly walking around. Someone being evil is not an indictment or evidence against them in a court of law. If a paladin walks into a bar and detects evil, he'll detect the drunk at the bar (who beats his wife & children regularly), the fat merchant having an ale (a greedy miser who cheats all his customers), the group of guys whispering in a corner (spies who've also cut a few throats), and the guy with a robe and staff in the corner (an evil mage who is enjoying his wine and not thinking of harming anyone at all). Now if the paladin walked up and smote any of them, that would be a seriously evil act in itself. Good and evil people interact on a daily basis. Sure, you might not like to interact with a particular person, but unless you're a paladin or a cleric of a particularly zealous good deity, it's more likely to be because you just don't like the other guy as a person than because he's evil. It's a matter of character, rather than alignment." [/QUOTE]
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