gariig said:
What about problems with the "Evil Geiger Counter"? No one in my campaign runs a paladin but I've heard of this being a problem. Having another character walk in and do the talk while the paladin sits back and does the detect evil for 18 seconds. Should you allow people to 'feel" like they are being probed, should it have a visible effect? I was wondering how people got around this.
Gariig
Some thoughts:
- A well played paladin doesn't use
detect evil like a cop uses radar to catch speeders. Paladins are defensive; they exist to "protect the innocent" and "punish those who threaten innocents", simply being evil isn't enough to warrant a paladin's wrath. Nowhere in the Code does it say that paladins must slay or hunt evil. Like Uncle Ben told Peter Parker, "Just because you have the power to do something doesn't mean you should do it." However, it's perfectly acceptable for them to use the ability in an investigation or to ensure that they aren't associating with evil. They were given the ability for these reasons and should use it.
- The paladin's ability to detect evil works like the spell, and the spell makes no mention of the target "feeling" the divination, or of a visible effect like the displays of a psionic power. I would give the target a Spot check to see if he notices the guy in armor staring at him intently, though, even if he's behind him or concealed, there should be a chance to see him unless he's invisible or something.
- The problem with detection abilities is that sometimes DM's don't want the players to know that an NPC is evil. As you run higher level games, you'll soon realize that it's not just this ability that causes the problem; it's divination magic in general. The paladin ability is just the first you really notice, since it's available so early.
Legend lore,
speak with dead and other information gathering spells and items can make it difficult for a DM to keep a campaign mysterious. My advice is to make anti-divination available when it makes sense. Criminals in the city would find it relatively easy to get access to
undetectable alignment spells and charms, and
amulets of nondetection. A bandit in the wilderness would have a tougher time of it. Note that when faced with
undetectable alignment, the paladins ability might backfire and lead the party to trust someone they shouldn't. It's a double-edged sword that a DM can use to keep the players on their toes.
Also, consider the fact that the smartest evil villains won't directly oppose a paladin. They'll send neutral mercenaries after them. Smite that.
Here's the content of a sidebar from Call of Duty touching on the issue: (BTW, thanks for the comments folks, we're really proud of this book and hope to have an expanded print version of it in stores next year.)
Dealing with Detection
The paladin’s detect evil ability, and the sensate’s detect evil thoughts can present problems for those attempting to run a campaign with lots of hidden villains. A mystery adventure is no fun when the players figure out that the butler did it within 5 minutes. High-level divination spells can unravel plots very quickly. There are two approaches a DM can take to makes such adventures challenging without taking away abilities from the player characters:
Fight fire with fire: The bad guys can use spells too. Undetectable alignment can foil detect alignment spells. Nondetection can be adequate protection from scrying. A villain using detect good may
spot the party as a threat before they spot him, and may take steps to avoid them…or to take them out first.
Give them lots to detect: Perhaps a city is filled with mildly evil people, or the masquerade ball the paladin is attending has mostly evil guests. This works best in civilized settings where paladins cannot just go around slaying everyone who shows up on their radar without breaking the law. If all the suspects are evil, then the paladin must do some detective work. However, do not forget that paladins were given the ability to detect evil for a reason: to find the enemy. Let them benefit from it most of the time without complications.