Ah, so it sounds like you have several fellow players who are hack-n-slash types? And, if my hunch is right, they are coming from a background of video gaming where "kill stealing" is apparently a "thing"? I would investigate further: is it just habit from bloodthirsty video gaming? do they believe that the only way to gain experience points is killing monsters? If they're under that misconception, it would be good to get really clear about how XP/levels are earned in the DM's game.
If I was DMing a combat for a group with that kind of player composition, I would more carefully craft a really deadly combat (and by "deadly" I mean throw out any encounter creation guidelines in the DMG and just make it overwhelming) that strongly encourages outside-the-box thinking. For example, I'd have many many waves of lower-hit point enemies that would just keep coming. There would be a clearly defined objective or two to the combat besides "slay all monsters." In fact, "slay all monsters" would be the WORST strategy and would likely lead to a couple PC deaths at least. The objective instead would be something related to the story, for example, extracting a diplomat with key intelligence from a besieged castle (who is technically an ally but their own motives create complications) OR capturing an enemy alive (see the last episode of Game of Thrones). And then I'd include lots of terrain that can be exploited by clever play – portcullises that can be dropped to stem flow of enemies, secret passages to avoid an ambush or launch a counter ambush, crenellated courtyards which serve as sniping perch for archers, etc. And I'd be very liberal with player actions shoving/pushing enemies off the edge of things.
What this does is gives the slayer-types the opportunity to indulge in wanton dramatic combat, but by keeping the threat constantly increasing strongly encourages better strategizing, and eventually leads to prioritizing the mission over "kill count" or whatever (which IME is what draws out creative outside-the-box thinking). And it also gives actor types (like you, I'm guessing) opportunities to interact with lots of NPCs.
This is wonderful and I love this idea! The DM for Saturday and I are actually close friends, so I'll probably talk about the problem with her more in detail later this week and see if she thinks something like this might help. We do have a problem with characters/players looking at combat as the One Immediate Solution to Any Problem, and she's privately told me that she's wanted to figure out some way to discourage that so people don't brandish the swords and staffs at the first glance of trouble. This might be a solution for both problems.
Wait. I don't know what class your character. I don't know why I think it's a paladin. But regardless, the thrown weapons mostly Simple so even if you're playing a warlock, you'll be proficient.
You're right -- playing a pally in this game. And thanks, I'm going to be looting some weapons next time we get into combat.
