Our house-rules make combat already pretty deadly already, just because we prefer combat to be more realistic and injuries linger.So here's what I've found, coming from a long history of D&D specifically.
If you want a group to stop being murder-hobos or prone to violence, you make the game very punishing in combat. When healing is hard to come by, injuries are lasting, and death or dismemberment is a fair chance of happening when you start swinging a blade, players start looking for peaceful solutions. In my Warhammer Fantasy game we've had 2-3 combats since we've started the campaign. And even then, they usually end in surrender or fleeing.
It's 100% because combat is deadly. Characters have injuries for months after fighting with some brigands.
Oh, it isn't that I don't want things to die, more just I don't want every combat to resolve into killing most things.If handwaving it doesn't work for you, (we usually just ignore the dead mooks like an 80's action movie) I think you'll need a worldbuilding reason why no one really dies.
Yeah, it is a big one and I don't want to take it off the table. @vincegetorix has some good idea, as do others, and for the most part the more I think about it I like the idea of "dying" only on a critical hit, otherwise 0 hp will be defeat (surrender, flee, etc.).I find the game more satisfying when risk is involved, and the risk of my character dying is a big one.
And that's fair enough.Oh, it isn't that I don't want things to die, more just I don't want every combat to resolve into killing most things.
Yeah, it is a big one and I don't want to take it off the table. @vincegetorix has some good idea, as do others, and for the most part the more I think about it I like the idea of "dying" only on a critical hit, otherwise 0 hp will be defeat (surrender, flee, etc.).
So, like always, I am curious: does anyone play D&D so that even the creatures your PCs encounter aren't actually killed, or at the very least only rarely when it is important to the story?
Oh yeah, the “deadliness” or “grittiness” of my games vary from campaign to campaign. Actually, the more abstract your definition of hp is, the easiest it becomes to validate that 0hp = defeated.So, like always, I am curious: does anyone play D&D so that even the creatures your PCs encounter aren't actually killed, or at the very least only rarely when it is important to the story?
Actually this is a good idea that works with the campaign setting I am starting to develop. It is such a logical link, I can't believe I didn't see it already LOL!Just have the stakes be such that death of ,monsters/npcs is not something the party strives for. Heck, it could even be a campaign thing. The party learns that the big bad is collecting souls - all souls. Every death causes the villain to get that much closer to his goal.
The party has to stop the villain before a certain soul collection milestone - and the certainly can't risk contributing to it themselves! And really have to prevent it elsewhere as much as possible too.
Not me. But it's certainly possible and if that's what you and your group like I encourage you to give it a shot. I've pretty much only played one campaign where death was off the table and it wasn't D&D. It worked out just fine. Just talk to your players and explain that this is a game where death is rare. Kind of like the A-Team. Sure, we're swinging and shooting lethal weapons at each other, but, at the end of the day, we all just have a bunch of bumps and bruises and go on with our lives.So, like always, I am curious: does anyone play D&D so that even the creatures your PCs encounter aren't actually killed, or at the very least only rarely when it is important to the story?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.