Detect Evil and You

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Do you oppose responding to someone's Detect Evil?

Yes, it feels like meta-gaming.
11
19%
No, so long as they do it tastefully.
30
53%
I don't mind either way.
9
16%
Other (Please Post)
7
12%
 
Total votes: 57

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bartleby
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Re: Detect Evil and You

Post by bartleby »

Im looking for another scripting project to work on ... if i could make a system that managed to put 3.5 detection and non detection spells into NWN2 would people consider it worth while?
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Re: Detect Evil and You

Post by Magile »

bartleby wrote:Im looking for another scripting project to work on ... if i could make a system that managed to put 3.5 detection and non detection spells into NWN2 would people consider it worth while?
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Re: Detect Evil and You

Post by The_Righteous »

I agree with dergon darkhelm.

If alignment masking for evil PCs/NPCs is added then it should be very rare. Not something being sold in a general store for like one gold.

Due to their code of conduct paladins should not knowingly travel with evil PCs/NPCs (unless they are trying to help someone convert or something like that), but that is a bit difficult if the paladin has no idea if someone is evil or not.
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Mayhem
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Re: Detect Evil and You

Post by Mayhem »

If it is implemented, it should be based purely on mechanics, not "subjectives".

The rules in the PHB make it pretty clear what you detect and how powerfully - most evil PCs will only be "faint" unless they are actually clerics.
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bartleby
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Re: Detect Evil and You

Post by bartleby »

What im thinking as of right now is that the spell would bring up a radar like timed Cone GUI displaying aura radiations as described in 3.5 along with maybe some other represenative indicators blips representing certian neutral objects maybe PCs or NPCs not glowing ... a chair Who knows ...

What would be optimal is to some how do client side only vfx that actualy have auras surronding objects and or PCs that are detected as evil or good or what ever ... but i dont know of any way this could be done ... it would be easy enough to only have the cone that shoudl be perceived light up as well ...

The only thing thats 3.5 that I would think would be hard to do is to have it not detect things through a foot of stone inch of lead etc maybe a decent trade off would be that it wouldnt work through ats? I dont know if there might be any way to try to detect walk meshes to do it but i think that any way you try to put that in is just going to be glitchy and problematic ...

If It gets put in and theres an over whelming aura near by youre going to get stunned as 3.5 too ... so there is some risk ...

If anyone has any other ideas please let em fly?
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dergon darkhelm
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Re: Detect Evil and You

Post by dergon darkhelm »

Mayhem wrote:If it is implemented, it should be based purely on mechanics, not "subjectives".

The rules in the PHB make it pretty clear what you detect and how powerfully - most evil PCs will only be "faint" unless they are actually clerics.
Yeah ---agreed --we're not talking about "detect alignment" we're talking about aura
Aura Power
An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Creature/Object Aura Power
Faint Moderate Strong Overwhelming

Evil creature (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Evil outsider (HD) 1 or lower 2-4 5-10 11 or higher
Cleric of an evil deity2 (class levels) 1 2-4 5-10 11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

Actually ..now that I think on it .......I wouldn't mind seeing the "faint" aura removed from detection as a means to keep usage more appropriate. That way, non outsider, non cleric evil PCs wouldn't give aura until high level.

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dob85y
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Re: Detect Evil and You

Post by dob85y »

bartleby wrote:1
What would be optimal is to some how do client side only vfx that actualy have auras surronding objects and or PCs that are detected as evil or good or what ever ... but i dont know of any way this could be done ... it would be easy enough to only have the cone that shoud be perceived light up as well ...


If anyone has any other ideas please let em fly?
Isnt dark vision doing exactly that? Creating a client side effect, also consider tracking, using the minimap which is also a client side effect.

As for MHO is it that much different to using a bluff or intimidate skill on someone, the rules dictate that we have to play accordingly if we are bluffed, because its metagaming if we dont. Im totally in favour of a character using detect evil or any such skills/abilities. I think its much easier for someone to recognise a paladin, than an evil character, and for them to tread their very straight and narrow path they need it. (and if they do travel with evil companions for what ever reason, they dont have the excuse i didnt know)
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Re: Detect Evil and You

Post by Magile »

dob85y wrote:As for MHO is it that much different to using a bluff or intimidate skill on someone, the rules dictate that we have to play accordingly if we are bluffed, because its metagaming if we dont.
Unless I'm mistaken, bluff/intimidate/diplomacy don't work on PCs and only NPCs.
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Re: Detect Evil and You

Post by fluffmonster »

as a PnP side-note...skill trick Swift Concentration 4tw; concentrate as a swift action.
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Re: Detect Evil and You

Post by oldgrayrogue »

Only usuable with DM. If used as an "evil" radar its meta cheese. Use should be dictated by the RP obviously. No alignment detection. Zelk's comments on the mechanics sort of sum it up for me.
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dob85y
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Re: Detect Evil and You

Post by dob85y »

Magile wrote:
dob85y wrote:As for MHO is it that much different to using a bluff or intimidate skill on someone, the rules dictate that we have to play accordingly if we are bluffed, because its metagaming if we dont.
Unless I'm mistaken, bluff/intimidate/diplomacy don't work on PCs and only NPCs.
Im fairly sure you can use any skill against another player in PnP, it is why they have sense motive skill, but this is starting to get off track.
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Re: Detect Evil and You

Post by mr duncan »

dob85y wrote:
Im fairly sure you can use any skill against another player in PnP, it is why they have sense motive skill, but this is starting to get off track.
No, you cant. No player is obligated to play their PC into any direction based on those dice rolls. You dont ever need to go for the dice at all while dealing with PCs. Really, you dont need them at all till a DM asks for it.

Those skills are for interacting with NPCs. If you get a player to honor them, its the player agreeing. Theres no enforcement like "well I rolled a high score on my bluff... you have to think I killed a blue dragon!!" .... No, they dont. While in most cases people will prolly RP believing as much of the story as they feel the roll warrants, they are not obligated to.

I hear the argument coming "then these skills are useless". No, the players are a tiny bit of our population, these skills are used on anything a DM might care to throw at you.

So in closing, skill checks can change what an NPC might think or do about a situation. They are not binding to a PCs actions or opnions.





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oldgrayrogue
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Re: Detect Evil and You

Post by oldgrayrogue »

Totally agree with Mr. D here. I personally like to RP according to die rolls from time to time as it injects a randomness into the RP that to me makes the RP more dynamic. However I have always viewed die rolls as subject to agreement of another player and not mandatory.
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Re: Detect Evil and You

Post by danielmn »

Ermm...detect evil anyone?
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dergon darkhelm
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Re: Detect Evil and You

Post by dergon darkhelm »

*erases lengthy post about how it is good rp to make opposed PC/PC skill checks*
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