Unless I'm playing a real goody-two-shoes or have a solid campaign reason to do so, I rarely take prisoners.
As a DM, it doesn't make any difference to me. If players want prisoners, they need to treat them properly...or there may be repercussions.
My friends and I made an obsevation that's probably a TV trope, but nonetheless had caught us a little by surprise that game: The "good guys" just plain kill their enemies outright with fireballs and power attacks and other spectacular displays of overkill. The "bad guys" tend to keep enemies alive, so they can use them for stuff later. Kinda funny that massacring things swiftly is the "good" stategy.![]()
The second one was a brigand lieutenant who was returned to keep and turned over to the authorities. In exchange for valuable information about the cult, the hanging sentence was reduced to life in a labor camp. The intel was very reliable and proved to be useful to the PC's.
. . .
When the party finally did encounter the leaders of the cult, there was no quarter asked or given. The cultists were all fanatical death priests and would never surrender.
He's also made a world where the players probably should know that even if they subdue someone, the residents of DeathbeforedishonorIf the DM, through "determining the moral compass of his world" has determined that every prisoner will always resist to the death rather than reveal any information, then he's certainly discouraged taking prisoners.
As far as it needs too. Most rule systems have situational modifiers for when a task is easier or harder.And, how far does the DM's determination go?
If i would overrule the dice, there would be no need to call for a roll.Sticking with D20, do you over rule the dice? If the dice declare that the prisoner co-operates, such as through a successful intimidate check, do you co-operate or not?
As much as all interactions with NPCs. The DM sets the stage, but the players should be the ones deciding their actions. The DM should not [figuratively] put a glowing Neon sign over a mooks head reading "CAPTURE TO ADVANCE THE PLOT".Saying that it's entirely situational removes any responsibility from the DM and I totally disagree with that. This is almost entirely on the shoulders of the DM.
Any NPC interaction can be a huge time sink. Also taking a prisoner can easily lead to in game ethics arguments when the combat loving player who wants to get on with the killing, decides to do exactly thatyou call this a huge time sink. Why? Why is it a huge time sink?... I don't see why this should be any more difficult than any other NPC interaction.
with the prisoner the group's thespian was getting Name, Rank & Backstory from.
Depends on the the DM, the game group and how much NPC interactions get played out.Shouldn't it, in d20 anyway, be a single or a couple of die rolls and then answer the questions or not?
The party members thought they were close enough to the city to warrant getting the prisoners back to the city for justice by the city council as they saw fit. The paladin didn't agree.

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