Is it wrong for NPCs to block a 'detect evil' check by a PC?

rom90125

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I have a player who constantly uses his detect evil ability on a major portion of NPCs introduced to the PCs. There are times I don't want the PCs to know the alignment of a NPC, especially if the alignment in question is evil. As such, I often have the NPCs empowered with alignment-masking magic. Is this wrong? I don't let every NPC have access to the ability to mask alignment, just major NPCs that would have the resources needed to obtain such an item.

How do you keep the air of mystery around a NPC if the PCs can detect evil at first meeting?
 

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In a world where evil can be so easily found out, and if the penalties for being found out are severe (such as death), I'd say they have a darn good reason to mask when they can. I generally use what PCs do as a guide to trends in my campaigns, e.g. if PCs use a particular spell or tactic often, it not only catches on as something others will do but also what others yet will guard against. If they just do some type of detection occasionally, on a hunch, I don't tend to have it generally guarded against.
 

Any evil sort with brains and resources will mask their alignment, if there's a penalty for being found out.

I find most players expect it. My campaign has them dealing with a wizard a fair number of levels ahead of them, and they all pretty much assume that he's evil and that they won't be able to prove it until they catch him in the act, which is how it should be.

Heroism isn't about going around with the Eviloscope and whacking anyone who registers.
 

Just scrap alignement nearly every DM I know doesn't use it and I dont either alignments are both silly and broken your games would be better of without them.
 





Whizbang Dustyboots said:
Any evil sort with brains and resources will mask their alignment, if there's a penalty for being found out.
Definitely. Depending on how one wants to cost it as a Wondrous item, it can be real cheap.

For a cosmopolitan game where being detected as evil is not that big of a deal or It is considered ‘wrong’ for a paladin to use his gods’ given ability…
2000k for a phylactery or necklace { 2nd level bard [minimum cast] x 1st level spell x 2k gp x .5 [24 hour duration]
3000k for non customary slot.
4000k for non slotted.

For campaigns where being detected as evil is a big problem, I recommend costing it a touch higher
6000k for a phylactery or necklace {3rd level cleric [minimum cast] x 2nd level spell x 2k gp x .5 [24 hour duration]
9000k for non customary slot.
12000k for non slotted.
Heroism isn't about going around with the Eviloscope and whacking anyone who registers.
I slightly disagree on this. The fact the person has an evil aura is evidence of their crimes. A paladin being merciful can stay his blade against a being only faintly evil, in the hopes of redeeming the lowly being, but to stay his blade against the truly wicked is a dereliction of his gods’ given duty.

I like to think of the aura strengths of detect evil as “desire to smite”

Faint: Proving your mercy would be for the best, but let not the wicked benefit from such.
Moderate: Enough foul deeds committed that a Merciful end is more than deserved.
Strong: Their path is chosen, Destroy without delay, but minimize the disorder that might occur in delivering justice.
Overwhelming: Cut this fiend down now! You need heed no law of the mortal world for a greater one had decreed the fiend’s fate.

Evil beings should fear paladins. There is a reason the ability is not called Subdue Evil[Su]
 
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Here are the things I keep in mind to mitigate this problem:

First, it takes three full rounds of concentration to locate the origin of the evil. Ever stare at somebody for 18 seconds straight? They'll know that you're up to something.

Secondly, casting spells or using abilities like this without someone's permission is likely to get you bonked on the head. That fighter there doesn't have any points in spellcraft; you could be detecting evil, or you could be casting magic missile. Safer just to bonk you first. After all, you were casting a spell on him; it's self-defense. Or so he'll claim when it comes up in court.

Thirdly, evil doesn't mean guilty of horrible crimes. That guy who radiates evil could be a petty thief, or he could be a murderer. The strength of the aura in the spell comes from the power of the person, not the intensity of the evil. A 11th level person who is evil, but has not committed any particular crime recently (or at all) radiates more strongly than the 3rd level guy who just killed his entire family.
 

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