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DMs: How do you handle purely combat-focused groups?
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<blockquote data-quote="Paraxis" data-source="post: 6426910" data-attributes="member: 13009"><p>I have found that players like most people respond to carrots and sticks, if you want to change the behavior change the rewards. Right now your players don't see any reward for all the social and exploration aspects of the game, they know if they kill things they get XP and gold, so thats what they want to do.</p><p></p><p>Tell them flat out you will reward them full value for encounters they avoid through diplomacy and subterfuge, and only half as much for defeating them in combat. Explain that whatever gold or items that might be on the monsters will pale in comparison to the rewards that the npc's will give them if handled without bloodshed. Traps that are defeated with thought and creative thinking equal full XP, traps defeated with just a brief description and a toss of the die, only half XP.</p><p></p><p>If they still don't change, break out the stick. Make the combat scenes even more deadly than they are, slowly at first then ever so greatly till they understand that violence will lead to death. In Warhammer Fantasy 2nd edition this was the standard, all combat was super deadly so you wanted to avoid it at all costs.</p><p></p><p>The other issue is have a talk with your players, they seem to want a kick down the door kill the monster style beer and pretzel game, and you want an in depth long lasting deep role playing experience.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6426910, member: 13009"] I have found that players like most people respond to carrots and sticks, if you want to change the behavior change the rewards. Right now your players don't see any reward for all the social and exploration aspects of the game, they know if they kill things they get XP and gold, so thats what they want to do. Tell them flat out you will reward them full value for encounters they avoid through diplomacy and subterfuge, and only half as much for defeating them in combat. Explain that whatever gold or items that might be on the monsters will pale in comparison to the rewards that the npc's will give them if handled without bloodshed. Traps that are defeated with thought and creative thinking equal full XP, traps defeated with just a brief description and a toss of the die, only half XP. If they still don't change, break out the stick. Make the combat scenes even more deadly than they are, slowly at first then ever so greatly till they understand that violence will lead to death. In Warhammer Fantasy 2nd edition this was the standard, all combat was super deadly so you wanted to avoid it at all costs. The other issue is have a talk with your players, they seem to want a kick down the door kill the monster style beer and pretzel game, and you want an in depth long lasting deep role playing experience. [/QUOTE]
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DMs: How do you handle purely combat-focused groups?
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