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I tend to take a practical approach to gaming - the minimum effort for the greatest gain. It comes down to the game mechanics in D&D sabotaging the story mechanics. For this reason, I'm not too keen on divination spellcasters in my games, though I've stopped just short of forbidding them.

In the Detect Evil case, it isn't too hard to go by the book to limit their practical use. Detecting an "evil presence" within an area (but not knowing strength or position) etc, doesn't really give players that much info. The range and area of effect isn't that huge either, and the "concentrate" thingy limits the practical use. It isn't a very good truth serum, nor is it especially good radar.

As for what you DO to evil entities, that's largely a function of setting and style. Does your Paladin execute an evil person on the spot? Not in my game.

Remember, a Paladin is Lawful as well as Good. Executions of this sort require a crime, in addition to "evil motivation". And many towns may be under rule of law themselves. You can't just go around killing people - at least in my game. Unless, of course - something is tainted with the extraplanar evil - demons and such.

It's also not so easy for most characters to do this surrepticiously. Verbal and Somatic components or Divine Focus. Let your players know beforehand what the average reaction would be if someone started heating up their holy symbol and chanting in the middle of a tavern, or in a negotiation. What's the etiquette?

Methinks in a world where someone could just as easily fling a fireball as cast a detection, that it's likely this would get a chilly reaction.

Note - none of this over-rules the basic abilities or arranges the scenario so that they are moot. It's not about denying players the benefit of their abilities. Choices and consequences is the name of the game. for the players, is the cost they know they are going to pay, worth the benefit they might get from casting.

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