Fanaelialae
Legend
Which gives me an idea for a new background, raised by trents. Doesn't eat plants, only meat. Has real emotional term oil about farmers who help plants just to kill them.
Save vs gout.

Which gives me an idea for a new background, raised by trents. Doesn't eat plants, only meat. Has real emotional term oil about farmers who help plants just to kill them.
Yeah, and it doesn't always make sense. Especially that odd reluctance to kill the BBEG, especially after blithely murdering a horde of his minions - possibly all-un-witting hirelings - or even though it'll mean a lot more people getting killed as a result.There's a thing I notice in fiction that I feel falls away in rpgs sometimes. The heroes don't kill outside of the heat of battle, and even then, they still try to not kill. Countless times I've seen heroes put themselves in bad situations because they let someone go or they take them to prison instead of just snapping their neck early.
In 5e, Inspiration. I don't much care for it (or any other carrot/stick RP-enforcement), but it's there.Are inspiration points a good enough mechanic to reward players making in character decisions that aren't the best from a strict stand point? Taking a prisoner instead of just killing them, for instance.
And he doesn't even kill the Wampa in the snow cave even when it's trying to eat him! He just cuts off its arm and runs away.
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I bet you could use a chit system like dark side points in Star Wars that would scare players into avoiding really unlawful or wholesale killing. I imagine you could tell them that each time they kill for no reason, or when killing can be avoided, they will attain a "stain". (like negative reputation). When they get to 3 "stain" (or whatever you decide), they will suffer (perhaps losing their souls, or gains disadvantage on charisma checks when interacting within lawful society, or some other punishment that would make it interesting). Of course, this type of game, should be agreed upon by all players because it sets up a number of limitations. You could even have the Gods they worship speak with them or take away some powers as they progress with more and more "stain."
There's a thing I notice in fiction that I feel falls away in rpgs sometimes. The heroes don't kill outside of the heat of battle, and even then, they still try to not kill. Countless times I've seen heroes put themselves in bad situations because they let someone go or they take them to prison instead of just snapping their neck early. From Luke Cage to Fin and Han to whoever.
Are inspiration points a good enough mechanic to reward players making in character decisions that aren't the best from a strict stand point? Taking a prisoner instead of just killing them, for instance.
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Superhero comics are very violent, and yet killing is not a prominent feature in them. (Or, at least, wasn't when I was reading them regularly - 70s, 80s, 90s.)You could put in mechanical constraints to reward certain behavior, but D&D overall is a violent game.
if this is what you want, then D&D is the wrong system for you. D&D is about killing things and taking their stuff.
The same mechanical change is present in 4e. Some 1st ed AD&D supplements - UA, OA - also had rules for vanquishing/subduing that were applicable to most foes and didn't lead to penalties to attack or damage.With 5e, I noticed an interesting shift in player attitudes towards killing or not killing. Older editions penalized you for trying to keep someone alive (usually by making it harder to hit or something), but 5e just lets you choose to do nonlethal damage.
when the players/PCs know that any type of combat will be deadly, they tend to avoid combat and try to find other ways to solve problems.
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using objectives that require other skills helps a lot too. Why kill when you can sneak, talk, disguise, cause diversions, use tricks, etc. If the objective is to gather information, explore, find missing items, retrieve items, broker deals with rivals or allies, then fighting becomes a last resort.
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Another way to make combat less attractive, especially in civilized areas, is to populate the area with peacekeeping forces that have real power.
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I bet you could use a chit system like dark side points in Star Wars that would scare players into avoiding really unlawful or wholesale killing.
Murder might spoil the relationships with good-aligned NPCs that witness or hear of it.
It might be punishable by the laws of a sovereign or nearby city-state.
It could attract the attention of vengeance seekers.
Heck, spilled blood might attract ghouls or other scavengers.
I don't think this gets to the core of the issue.This is the kind of thing that actually has me desiring a setting utilizing taint and madness rules.
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This creates a setting where the players don't want to do evil, as it will drive them mad.
Super deadly fights also does it.
Two responses.Are inspiration points a good enough mechanic to reward players making in character decisions that aren't the best from a strict stand point? Taking a prisoner instead of just killing them, for instance.
I don't think this gets to the core of the issue.
If you make it hard or dangerous to fight and kill, then choosing not to fight and kill doesn't tell us anything about the morality of the PCs except that they are expedient.
If you want the conduct of the heroes to show moral character, then you want them to choose not to kill even when that would be as easy as any other choice.