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I don't get high-level D&D (merged)
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1290549" data-attributes="member: 93"><p>One key thing you can do is have the legal system insist on non-magical proof. After all, your PC knows that his commune comes directly from his god, but how does the judge know that? You could be in poor standing with your god, and merely claiming that the commune says Lord X is a demon-worshipper for your own purposes.</p><p></p><p>Similarly, Detect Thoughts and Divination are only as valuable as the individual's trustworthyness. Commune costs XP; divination has a tendency to be cryptic, as well. Each of these spells has a counter-point to its usefulness.</p><p></p><p>If you feel strongly about it, you could take a note from earlier versions of D&D and make Commune useable only once every week, or month.</p><p></p><p>A smart NPC is aware of the tell-tale signs of someone trying to Detect Thoughts or Detect Evil, and can easily avoid them once recognized - not to mention low-level spells can block them. One thing important folk often do in my world is make people coming to see them wait a certain amount of time so that any pre-cast spells wear off by the time they speak to them. Casting spells without permission is tantamount to drawing a weapon on them; they can't know if you're casting Detect Thoughts or Slay Living. Maybe the laws provide for justifiable manslaughter in such cases. "he started casting a spell on me; how was I to know what he was up to? I had to defend myself!"</p><p></p><p>There are lots of ways to keep the mystery alive.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1290549, member: 93"] One key thing you can do is have the legal system insist on non-magical proof. After all, your PC knows that his commune comes directly from his god, but how does the judge know that? You could be in poor standing with your god, and merely claiming that the commune says Lord X is a demon-worshipper for your own purposes. Similarly, Detect Thoughts and Divination are only as valuable as the individual's trustworthyness. Commune costs XP; divination has a tendency to be cryptic, as well. Each of these spells has a counter-point to its usefulness. If you feel strongly about it, you could take a note from earlier versions of D&D and make Commune useable only once every week, or month. A smart NPC is aware of the tell-tale signs of someone trying to Detect Thoughts or Detect Evil, and can easily avoid them once recognized - not to mention low-level spells can block them. One thing important folk often do in my world is make people coming to see them wait a certain amount of time so that any pre-cast spells wear off by the time they speak to them. Casting spells without permission is tantamount to drawing a weapon on them; they can't know if you're casting Detect Thoughts or Slay Living. Maybe the laws provide for justifiable manslaughter in such cases. "he started casting a spell on me; how was I to know what he was up to? I had to defend myself!" There are lots of ways to keep the mystery alive. [/QUOTE]
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I don't get high-level D&D (merged)
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