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Agents of Edgewatch Player's Guide: A Review
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<blockquote data-quote="Stone Dog" data-source="post: 8055105" data-attributes="member: 16705"><p>Non-Lethal damage supposing to be a mitigator is also pretty laughable. </p><p></p><p>Even with it, even before the renewed focus on police brutality, the solution involved still boils down to "hit the problem in the face until it is neutralized." That wouldn't have really gone over well In 2016 either.</p><p></p><p>Another idea (and more of a challenge, really) would be to take hit points out of the equation for most conflicts. Encourage and provide incentives for apprehension without injury. The Watch wants people alive and able to testify/face justice, not bleed out in the streets or look battered and pitiful at court.</p><p></p><p>Scale rewards based on the condition of your captives. If you can restrain and arrest people with no more than, say, half HP dealt through non lethal damage, then you get better commendations and rewards, more resources donated to your unit from sympathetic churches and other such things. And the loot that you recover may officially be repurposed for your use.</p><p></p><p>You start doing lethal damage to people at all and you get the bare minimum of your pay, no scenario specific XP rewards and if you keep any items then you are stealing from the Watch.</p><p></p><p>If anyone dies on your watch... You might not only have the Watch leaning closer on your necks, but inquisitors from neutral and chaotic good factions wondering if they need to turn their eyes to you as new and upcoming tyrants.</p><p></p><p></p><p>As an aside, take the recent Age of Sigmar rpg, Soulbound. There is a rule in there where improving your community refills the meta-currency of Soulfire a bit.</p><p></p><p>Even if you fill the party with the sketchiest of literal murder cultists, they have signed on with Sigmar to defend civilization.</p><p></p><p>Blood thirsty murder elves still gain more power by making sure that the world is a nicer place to live than if they just slaughter all the bad people.</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 8055105, member: 16705"] Non-Lethal damage supposing to be a mitigator is also pretty laughable. Even with it, even before the renewed focus on police brutality, the solution involved still boils down to "hit the problem in the face until it is neutralized." That wouldn't have really gone over well In 2016 either. Another idea (and more of a challenge, really) would be to take hit points out of the equation for most conflicts. Encourage and provide incentives for apprehension without injury. The Watch wants people alive and able to testify/face justice, not bleed out in the streets or look battered and pitiful at court. Scale rewards based on the condition of your captives. If you can restrain and arrest people with no more than, say, half HP dealt through non lethal damage, then you get better commendations and rewards, more resources donated to your unit from sympathetic churches and other such things. And the loot that you recover may officially be repurposed for your use. You start doing lethal damage to people at all and you get the bare minimum of your pay, no scenario specific XP rewards and if you keep any items then you are stealing from the Watch. If anyone dies on your watch... You might not only have the Watch leaning closer on your necks, but inquisitors from neutral and chaotic good factions wondering if they need to turn their eyes to you as new and upcoming tyrants. As an aside, take the recent Age of Sigmar rpg, Soulbound. There is a rule in there where improving your community refills the meta-currency of Soulfire a bit. Even if you fill the party with the sketchiest of literal murder cultists, they have signed on with Sigmar to defend civilization. Blood thirsty murder elves still gain more power by making sure that the world is a nicer place to live than if they just slaughter all the bad people. [/QUOTE]
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