My ring of Mind Blank did effectively block Detect Spells- tested and proven. I don't know if the spell solely itself does.Yemin wrote:Mind blank at least is very different in function on FK than is detailed on the SRD. I've never seen it block detect alignment spells and don't think it actually can. NO clue on nondetection but I'd guess it doesn't either though the help file says it should.
Correct me if I'm wrong of course.
Random Discussion on "Evil"
Re: Random Discussion on "Evil"
This is the kind of thing that makes the Gods think we're fools.
Caethos- Half-Elf Red Knight Cleric
Ithaca- Wild Elf Warrior
Plathine- Human Pirate
Schezalle- Drow Executioner Rogue
Caethos- Half-Elf Red Knight Cleric
Ithaca- Wild Elf Warrior
Plathine- Human Pirate
Schezalle- Drow Executioner Rogue
Re: Random Discussion on "Evil"
Ring of mind shield. I believe mind blank gives a different effect.
"The noir hero is a knight in blood caked armour. He's dirty and he does his best to deny the fact that he's a hero the whole time."
~Frank Miller
~Frank Miller
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Re: Random Discussion on "Evil"
Indeed. Mind blank for the most part is very much toned down.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
Re: Random Discussion on "Evil"
Yemin wrote:Indeed. Mind blank for the most part is very much toned down.
Yes, after talking with the person I gave the ring to, apparently the effect is listed as "Mind Shielding". I apologize, so that adds a bit more to my notes on the matter.Alitar wrote:Ring of mind shield. I believe mind blank gives a different effect.
This is the kind of thing that makes the Gods think we're fools.
Caethos- Half-Elf Red Knight Cleric
Ithaca- Wild Elf Warrior
Plathine- Human Pirate
Schezalle- Drow Executioner Rogue
Caethos- Half-Elf Red Knight Cleric
Ithaca- Wild Elf Warrior
Plathine- Human Pirate
Schezalle- Drow Executioner Rogue
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Re: Random Discussion on "Evil"
As far as FK goes, I tend to ignore alignment (if I know it). Regardless of alignment, the PCs that commit evil actions (according to my characters perception of good vs. evil) are evil and vice versa. This also allows covert evils to appear as overt goodies, provided they are good enough to fool my character.
It is completely up to how your character views things in my opinion. For example, mercy killing would be seen as murder to some, but charitable to others.
It is completely up to how your character views things in my opinion. For example, mercy killing would be seen as murder to some, but charitable to others.
"I have a lot of beliefs... and I live by none of them."
- Louis C.K.
- Louis C.K.
Re: Random Discussion on "Evil"
This has been a really interesting discussion and I'd thought I'd add some thoughts to it. Personally I've never really had many negative experiences with detect evil etc. being cast on me however I don't really agree with it's use, and personally I almost never use it.
Why? I feel that that the detect spells reinforce the black and white image of good and evil and I don't really agree with that perception and enjoy RPing in the gray areas and getting people to question things. By casting a simple level 1 spell and saying 'Nope, you're evil, not going to interact with you.' I feel that stunts RP development that could happen.
I am of the personal opinion that evil should be found out through what you heard from others, what you know about the characters history IC or by simply what the character is wearing and how they are acting. I have two main evils, one that you'll be able to tell right away he is evil and the other that prefers a more subtle approach and you wouldn't always be able to tell.
I would prefer that people find out a character is evil in a twist or in some betrayal - it provides better RP rather than 'I'm just not going to interact with you at all, cause your aura' (and I'm not saying that everyone does this by any means, but it has happened in the past).
The case of the paladin watching out for his friends and telling a friend that someone is evil before going off with them has been brought up. The question I pose is - what makes better RP, the paladin in the market square saying don't do it, he's evil, then everyone stays in the market square - or the evil lures out another player into an isolated area and betrays them and the paladin has to ride in on his horse and perform a rescue? Which leads to the paladin potentially being ambushed, etc.
In short my opinion is that detect spells should raise suspicion of a character but not be able to outright tell them in black and white terms TOTALLY EVIL. Players should have more choice on whether they reveal evil or not. Some characters are openly outright evil and you can tell right away that they are evil (based on clothes and/or actions) without any spells whereas others prefer to hide and pretend. Both styles of evil roleplay are valid and I think we should cater to both of them.
As it is right now if a character wants to set up an elaborate plot that relies on their intentions remaining hidden that can potentially be foiled by a low level spell all clerics have access to. There should be some kind of counter to this. As it is right now the current counter measures are rare, not very accessible to players and not very transparent.
So what are some possible solutions to this?
1) Changing the detect spells so they no longer detect auras. Perhaps after the spell is cast there would be a sense command where a player with the spell can walk into the room and use the command and get an echo such as 'You feel uneasy as you sense a pervasive evil.' However this wouldn't pinpoint a specific character, but you would know someone in the room would be evil. If there are more evils in the room then the echos of evil would be stronger.
2) Removing the detect spells outright, but keeping know alignment in game. This requires more effort on the part of the character and makes the character have to visibly examine the suspected character. Then the evil character can react accordingly after this invasion of their privacy, producing more RP.
3) Making items that shield alignment easily available. Harroghty I know you said that items are present in game but I have not come across them very often and the use isn't always very clear - even if you have a wizard to identify it for you. What about introducing an NPC that can craft amulets in custom colors for an appropriate fee (similar to other colored items available from NPCs in game). If this amulet just hid auras then I don't see any balance issues with them being introduced and easily available from an NPC in the game.
Why? I feel that that the detect spells reinforce the black and white image of good and evil and I don't really agree with that perception and enjoy RPing in the gray areas and getting people to question things. By casting a simple level 1 spell and saying 'Nope, you're evil, not going to interact with you.' I feel that stunts RP development that could happen.
I am of the personal opinion that evil should be found out through what you heard from others, what you know about the characters history IC or by simply what the character is wearing and how they are acting. I have two main evils, one that you'll be able to tell right away he is evil and the other that prefers a more subtle approach and you wouldn't always be able to tell.
I would prefer that people find out a character is evil in a twist or in some betrayal - it provides better RP rather than 'I'm just not going to interact with you at all, cause your aura' (and I'm not saying that everyone does this by any means, but it has happened in the past).
The case of the paladin watching out for his friends and telling a friend that someone is evil before going off with them has been brought up. The question I pose is - what makes better RP, the paladin in the market square saying don't do it, he's evil, then everyone stays in the market square - or the evil lures out another player into an isolated area and betrays them and the paladin has to ride in on his horse and perform a rescue? Which leads to the paladin potentially being ambushed, etc.
In short my opinion is that detect spells should raise suspicion of a character but not be able to outright tell them in black and white terms TOTALLY EVIL. Players should have more choice on whether they reveal evil or not. Some characters are openly outright evil and you can tell right away that they are evil (based on clothes and/or actions) without any spells whereas others prefer to hide and pretend. Both styles of evil roleplay are valid and I think we should cater to both of them.
This is a great example Ungtar. You didn't need the person to have an evil aura to have raised suspicions. You also don't know if that person is actually evil but you know enough to be careful and wary around them. I think FK should be the same way, it creates a more dynamic atmosphere.Ungtar wrote: I also know when I see a white person covered in tattoos and ear piercing and missing half their teeth but not yet 30 years of old, that I'm dealing with a methhead. I have to recognize that they are untrustworthy and potentially a threat.
As it is right now if a character wants to set up an elaborate plot that relies on their intentions remaining hidden that can potentially be foiled by a low level spell all clerics have access to. There should be some kind of counter to this. As it is right now the current counter measures are rare, not very accessible to players and not very transparent.
So what are some possible solutions to this?
1) Changing the detect spells so they no longer detect auras. Perhaps after the spell is cast there would be a sense command where a player with the spell can walk into the room and use the command and get an echo such as 'You feel uneasy as you sense a pervasive evil.' However this wouldn't pinpoint a specific character, but you would know someone in the room would be evil. If there are more evils in the room then the echos of evil would be stronger.
2) Removing the detect spells outright, but keeping know alignment in game. This requires more effort on the part of the character and makes the character have to visibly examine the suspected character. Then the evil character can react accordingly after this invasion of their privacy, producing more RP.
3) Making items that shield alignment easily available. Harroghty I know you said that items are present in game but I have not come across them very often and the use isn't always very clear - even if you have a wizard to identify it for you. What about introducing an NPC that can craft amulets in custom colors for an appropriate fee (similar to other colored items available from NPCs in game). If this amulet just hid auras then I don't see any balance issues with them being introduced and easily available from an NPC in the game.