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*TTRPGs General
Character Killing... sometimes necessary?
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<blockquote data-quote="Neil Aitken" data-source="post: 1468712" data-attributes="member: 17811"><p>This happens occasionally in our campaigns as well. In one case, it was the party wizard who we had entrusted with a set of artifact books necessary for the saving the fabric of the multiverse. At some point he had been tricked into donning a cursed ring of truth and we had exploited that fact for the longest time, knowing he couldn't lie to us about his dealings. Imagine our consternation when we discovered months later (RL time!) that he quietly picked up the necessary feats and spells to remove the ring and had been wearing a fake for some time. In those months he had sold the books for 200,000 gp and purchased an Instant Fortress for himself. (In fact, the actual quote we never heard was "200,000 gp -- &*!# the Multiverse, I'm selling the books!"). </p><p></p><p>What finally tipped the scales was when we found him standing outside of our host's burning house bragging about killing the family after ravaging their daughters. We chased him down, nearly killing him with arrows before he snuck into a commoner's house. The cleric charged in afterward on horseback and raced up the stairs, only to face the wizard who now threw the Instant Fortress at the cleric and commanded it to grow to full height. Needless to say, the cleric died instantly and the wizard died in the ensuing collapse of the building. My character, Lud the Destroyer of Things (a 3.0 fighter specialized in sundering and smashing inanimate objects) arrived at the door in time to witness the final collapse (which he claimed as another notch on his behalf). </p><p></p><p>Moral: If the character's death is justified under the circumstances and makes sense based on the other characters' alignments, then there really isn't an issue. The problem is when metagaming takes over and your characters act out of knowledge learned outside of game or your reaction is a personal one not roleplaying. The cleric in our case was eventually resurrected, he took the head of the wizard (which he had cast <em>preserve</em> on)and kept it in a bag of holding. Nearly ever session afterward he would pull it out and taunt it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>If the plan requires the setting up of specific circumstances or a certain situation, then you should probably inform the DM. We once had a party division which lead to each half of the party trying to kill the other half. Since we had begun a long journey to return to our base, the DM had ruled that the events of the journey could be handled online between sessions. Unbeknownst to each other, we separately sent in our plans and defenses and counterplans. In the end, we still roleplayed out the final night where the pot of chili was poisoned (by two different characters of opposing sides) and one evil party member was tricked into accepting a baleful polymorph spell (became a fish).</p><p></p><p>In general though, you should think carefully about the reprecussions of murdering a party member (in reality, that's really what you're doing -- premeditated murder). Most good-aligned characters will have problems if there seems to no attempt to turn the offender from his path of wickedness. The player running the offending character will likewise feel like he is being singled out -- especially if there has been no warnings given. However, a LN or even NG might not have as many qualms. The more evil the character, the more likely that the judgement will be swift and that the execution will follow close behind. In your particular case, the wizard sounds like he is already well-over the line.</p></blockquote><p></p>
[QUOTE="Neil Aitken, post: 1468712, member: 17811"] This happens occasionally in our campaigns as well. In one case, it was the party wizard who we had entrusted with a set of artifact books necessary for the saving the fabric of the multiverse. At some point he had been tricked into donning a cursed ring of truth and we had exploited that fact for the longest time, knowing he couldn't lie to us about his dealings. Imagine our consternation when we discovered months later (RL time!) that he quietly picked up the necessary feats and spells to remove the ring and had been wearing a fake for some time. In those months he had sold the books for 200,000 gp and purchased an Instant Fortress for himself. (In fact, the actual quote we never heard was "200,000 gp -- &*!# the Multiverse, I'm selling the books!"). What finally tipped the scales was when we found him standing outside of our host's burning house bragging about killing the family after ravaging their daughters. We chased him down, nearly killing him with arrows before he snuck into a commoner's house. The cleric charged in afterward on horseback and raced up the stairs, only to face the wizard who now threw the Instant Fortress at the cleric and commanded it to grow to full height. Needless to say, the cleric died instantly and the wizard died in the ensuing collapse of the building. My character, Lud the Destroyer of Things (a 3.0 fighter specialized in sundering and smashing inanimate objects) arrived at the door in time to witness the final collapse (which he claimed as another notch on his behalf). Moral: If the character's death is justified under the circumstances and makes sense based on the other characters' alignments, then there really isn't an issue. The problem is when metagaming takes over and your characters act out of knowledge learned outside of game or your reaction is a personal one not roleplaying. The cleric in our case was eventually resurrected, he took the head of the wizard (which he had cast [I]preserve[/I] on)and kept it in a bag of holding. Nearly ever session afterward he would pull it out and taunt it :) If the plan requires the setting up of specific circumstances or a certain situation, then you should probably inform the DM. We once had a party division which lead to each half of the party trying to kill the other half. Since we had begun a long journey to return to our base, the DM had ruled that the events of the journey could be handled online between sessions. Unbeknownst to each other, we separately sent in our plans and defenses and counterplans. In the end, we still roleplayed out the final night where the pot of chili was poisoned (by two different characters of opposing sides) and one evil party member was tricked into accepting a baleful polymorph spell (became a fish). In general though, you should think carefully about the reprecussions of murdering a party member (in reality, that's really what you're doing -- premeditated murder). Most good-aligned characters will have problems if there seems to no attempt to turn the offender from his path of wickedness. The player running the offending character will likewise feel like he is being singled out -- especially if there has been no warnings given. However, a LN or even NG might not have as many qualms. The more evil the character, the more likely that the judgement will be swift and that the execution will follow close behind. In your particular case, the wizard sounds like he is already well-over the line. [/QUOTE]
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