|grymrayne Goblin Squad Member|
Couple of things:
with the stated goals of developing (allowing players to develop) a robust intrigue game (spying and the like), how will this affect these measures? as the following points of 'information' have been discussed, how will the 'ardent defender' determine:
alignment: you've already said that in-game mechanics must be used. the relatively cheap and long-duration 'undetectable alignment' spell is already in PFTT, how will it be implemented here? (it's a 2nd level divine spell IIRC). will there be 'shades of evil' and 'shades of law'? it seems like alignment will be on a permanently shifting slider based on your actions... how will 'detect good' fare against neutral characters? and how far away from neutral on the good axis will you have to be to be considered by the spells detection mechanics? obviously this works for all other axes of alignment and all detect spells.
Death Curse: this, i can actually see as being deus ex machina. after all, the gods, and particularly (referenced) Pharasma have a hand in the affairs of Golarion. There's no getting around this one, so if the killed defender chooses this option, takes the personal hit on reputation (generalized reputation? faction rep? alignment? is placing a death-curse on anyone, even a 'griefer' any different than ganking someone in the first place? will it negatively affect your alignment to both evil and chaos? i hope so! or at least evil... if it's the stated law of the gods that Death Curses can be levelled in certain circumstances.) we can be certain that the 'curse' is placed on the correct individual.
Faction: how will the defender know who the attacker 'works for'? what about disguise? some other factions's tabard? magical disguise? i hope there's a mechanic for 'spotting' disguises (seeing through them) that can scale with level, just as i hope there's a mechanic for making/donning ever more convincing disguises that scales, whether it includes magic or not. again, referencing the tabletop game, Assassin (prestige class) has a pre-requisite for disguise (for a very sensible reason... Blaeringr i'm sure will agree).
this was brought up before, but as i've just alluded to assassination, what about 1-hit kills? how (if even possible in game?) will this be handled? If the defender literally doesn't see/sense the attacker coming, and doesn't get a 'move' in before crumpling in a bloody, dead heap (or incinerated, or whatever), what will their 'detection' options be? is the Death Curse the only recourse for that encounter?
is there any other 'information' that a defender could glean from an attacker that will A: make sense in the game and B: be used as a mechanic to mitigate abuse/griefing (which is the supposed intent here, if i'm not wrong?) and also C: will there be 'counter' mechanics to use/skill up/exploit? so far the only referenced mechanics have been alignment, reputation and alliance...