wcsherry
Paladins can already do the same thing. People have managed to find ways around that. Do they cheapen the game too?
Yes, frankly, but I'd rather not get this thread locked. You can usually smell a paladin's angst from a mile away, and anyone with any points in knowledge: armor color will be able to spot even the biggest newb before he tries to sense ebol. With clerics, it's considerably more difficult. Sure, your average fanatical priest of Bane or Torm likely has one of the dead giveaways somewhere on his person, but when dealing with a follower of Mask, Tymora, Mystra, or Cyric, it's pretty to let someone slip under the radar.
I'm of the opinion that this opens a huge can of worms that doesn't need to be opened to have a good time here on the server. As I said earlier, it will only polarize good and evil into increasingly absurd extremes as the ability to play a character who's either subtle or intelligent enough to keep his head down becomes harder and harder. Players will go for the easy choices: the Banite who spends his time sewing babyskin boots and the priest of Illmater bragging about how many evil characters he's killed rather than both parties actually working to make their deity's dogma something interesting to other people. Hyperbolic? Perhaps, but it's likely a good determinant of things to come.
I'm not sure if having to spam a spell that would hide alignment would do any good, either. It's what you'd have to do the moment you logged in, and doing so would make the paladin's ability to detect evil pretty much obsolete. Despite the problems that I have with detect evil, I suppose that if anyone should have it, it would be paladins. Giving it to clerics would cheapen the ability of paladins to do so, and the resulting overuse of the counter-spell would eliminate any need for detect evil.
Yes, the concept sounds like an interesting one, but I severely doubt that it will bring anything worthwhile to the game. Instead of sparking debate, clerics will become divine detectives who, for a price or simply out of the goodness of their hearts, will divine another character's alignment for someone. This really, really isn't what I want the mod to come down to for character conflict along the alignment scale.
My argument is that the story that the game is here to tell is more inclusive, interesting, and exceptionally more fun when the story has a chance to play out. Sure, paladins are religious zealots, and many people might be a little reluctant to listen to them, giving your character a little leeway to still pursue a public facade as someone who might not be a bad guy, but if the entire priesthood of every good temple started arguing that you're evil 'because our god tells you are', there's no way that you can really argue that.
Think about any story or movie that you've heard. Isn't the most exciting twist the one where the protagonist's true enemy is among the rank of his friends? Wouldn't movies about the tense, suspensful atmosphere of undercover cops or spies who have to carefully cover their tracks and manipulate those around them be cheapened if someone could have cast a spell on the main character and determined whether or not he was of the proper moral outlook to be among their members? My point is that implementing this will kill so much that could have been that it wouldn't really be worth including.