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Different player types hogging the spotlight?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 3820830" data-attributes="member: 545"><p>Depends on whether or not the bounty hunters are fair fights.</p><p></p><p>Another idea...</p><p></p><p>There is an old (real) world solution for deaths under ambiguous circumstances: weregild -- literally "blood money".</p><p></p><p>Once upon a time, the world was run by very violent men. Violent men have a bad habit of fighting even when it is not necessary.</p><p></p><p>In the good old days, people did not necessarily care so much about fine legalisms surrounding deaths outside of a proper battlefield. They wanted vengeance to protect the family honor. It doesn't really matter <em>why</em> your brother/cousin was killed, even if he threw the first punch or pulled out his sword, you just cannot let people think they can get away with that kind of thing.</p><p></p><p>Weregild was a means to both compensate for the loss to the clan (and possibly the lord of the man in question as well), and to prove a degree of sincerity for the death or injury caused. Regret having been proven by cold hard cash, family honor of the injured party was preserved.</p><p></p><p>Of course, it was always a good idea to leave the area for a while until tempers cooled, e.g. Beowulf.</p><p></p><p>I am not sure what money amount to suggest in the funky world of D&D economics. But 2x or 3x the wealth of the victim seems like a good starting point.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 3820830, member: 545"] Depends on whether or not the bounty hunters are fair fights. Another idea... There is an old (real) world solution for deaths under ambiguous circumstances: weregild -- literally "blood money". Once upon a time, the world was run by very violent men. Violent men have a bad habit of fighting even when it is not necessary. In the good old days, people did not necessarily care so much about fine legalisms surrounding deaths outside of a proper battlefield. They wanted vengeance to protect the family honor. It doesn't really matter [i]why[/i] your brother/cousin was killed, even if he threw the first punch or pulled out his sword, you just cannot let people think they can get away with that kind of thing. Weregild was a means to both compensate for the loss to the clan (and possibly the lord of the man in question as well), and to prove a degree of sincerity for the death or injury caused. Regret having been proven by cold hard cash, family honor of the injured party was preserved. Of course, it was always a good idea to leave the area for a while until tempers cooled, e.g. Beowulf. I am not sure what money amount to suggest in the funky world of D&D economics. But 2x or 3x the wealth of the victim seems like a good starting point. [/QUOTE]
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