Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
convincing an npc to kill themselves.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6562722" data-attributes="member: 42582"><p>My one clear memory of this happening in a campaign was quite a different context from what the OP describes.</p><p></p><p>The PCs were attempting to make contact with an exiled god. The gate to the prison plane in which the god was trapped was a powerful angel (a solar, in D&D terms - the scenario was Bastion of Broken Souls, adapted to Rolemaster). As per her instructions from the Emperor of Heaven, she was refusing to let the PCs pass through, and prepared to fight them to stop this. But one of the PCs made the case about the stakes of the situation - making contact with the exiled god was necessary to learn how to stop the souls of newborn humans being stolen away by dark powers - and persuaded the angel that she was being used as a pawn in an unjust compromise that had been reached between the Emperor of Heaven and the Lords of Karma. The angel then allowed herself to be killed by the PC in question.</p><p></p><p>Mechanically, this took the form of a skill check (I can't remember now which one, but the Rolemaster analogue to Diplomacy in D&D). The DC was very high, but Rolemaster has a mechanic whereby a roll that fall short by only a modest amount permits a re-roll at a bonus - and with these bonuses the player was able to make a successful roll.</p><p></p><p>In an earlier Rolemaster campaign we had a PC magic-user whose schtick included inflicting victims with depression by toying with their souls, but I can't remember now whether this ever got to the stage of victim's killing themselves. Mechanically, this was a series of spell effects that inflicted Depression crits (an optional crit table, from Rolemaster Companion III as best I recall).</p><p></p><p>In pure mechanical terms, persuading an NPC to kill him-/herself does not need to be any more difficult, or resource/playtime intensive, than killing him/her directly. I think the issue is more about maintaining the verisimilitude of the gameworld.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6562722, member: 42582"] My one clear memory of this happening in a campaign was quite a different context from what the OP describes. The PCs were attempting to make contact with an exiled god. The gate to the prison plane in which the god was trapped was a powerful angel (a solar, in D&D terms - the scenario was Bastion of Broken Souls, adapted to Rolemaster). As per her instructions from the Emperor of Heaven, she was refusing to let the PCs pass through, and prepared to fight them to stop this. But one of the PCs made the case about the stakes of the situation - making contact with the exiled god was necessary to learn how to stop the souls of newborn humans being stolen away by dark powers - and persuaded the angel that she was being used as a pawn in an unjust compromise that had been reached between the Emperor of Heaven and the Lords of Karma. The angel then allowed herself to be killed by the PC in question. Mechanically, this took the form of a skill check (I can't remember now which one, but the Rolemaster analogue to Diplomacy in D&D). The DC was very high, but Rolemaster has a mechanic whereby a roll that fall short by only a modest amount permits a re-roll at a bonus - and with these bonuses the player was able to make a successful roll. In an earlier Rolemaster campaign we had a PC magic-user whose schtick included inflicting victims with depression by toying with their souls, but I can't remember now whether this ever got to the stage of victim's killing themselves. Mechanically, this was a series of spell effects that inflicted Depression crits (an optional crit table, from Rolemaster Companion III as best I recall). In pure mechanical terms, persuading an NPC to kill him-/herself does not need to be any more difficult, or resource/playtime intensive, than killing him/her directly. I think the issue is more about maintaining the verisimilitude of the gameworld. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
convincing an npc to kill themselves.
Top