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Good vs Evil: a matter of aims or a matter of means?
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<blockquote data-quote="Geron Raveneye" data-source="post: 1907792" data-attributes="member: 2268"><p>Nah, you're right, especially as D&D does work with an objective point of view on good and evil, mostly, but that's beside the point.</p><p></p><p></p><p></p><p>This is the most important point. If your characters are all of a good alignment, and you as players start to become uncomfortable at how your characters behave in light of this alignment, it's high time to change gears a bit.</p><p>Try to kill less, and incapacitate more. Go for subdual damage if you aren't in a direct life-or-death situation. If you're down there that long, your characters should know a few weaknesses of your opponents, and be able to use them in a way that killing won't be necessary. Maybe you have a wizard who can start laying out with charms and hold spells, followed by gratuitious clobbering? If you have a rogue, give him a sap for his sneak attacks...or let him get creative with them, like allowing him to pull a bag over the head of an opponent instead of stabbing his back? A cleric is great for spells that influence others' reactions, too. If you feel your characters react too callous about killing, try to kill less. Doesn't mean the campaign athmosphere has to change...but your characters should, at least enough for you all to feel comfy again. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p>And of course, talk this out with your DM, who might be able to help you with some tools needed for less-killing attacks...like natural sleep poisons, or a lost lab somewhere, or nonlethal weaponry in a trash heap abandoned by the Drow.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 1907792, member: 2268"] Nah, you're right, especially as D&D does work with an objective point of view on good and evil, mostly, but that's beside the point. This is the most important point. If your characters are all of a good alignment, and you as players start to become uncomfortable at how your characters behave in light of this alignment, it's high time to change gears a bit. Try to kill less, and incapacitate more. Go for subdual damage if you aren't in a direct life-or-death situation. If you're down there that long, your characters should know a few weaknesses of your opponents, and be able to use them in a way that killing won't be necessary. Maybe you have a wizard who can start laying out with charms and hold spells, followed by gratuitious clobbering? If you have a rogue, give him a sap for his sneak attacks...or let him get creative with them, like allowing him to pull a bag over the head of an opponent instead of stabbing his back? A cleric is great for spells that influence others' reactions, too. If you feel your characters react too callous about killing, try to kill less. Doesn't mean the campaign athmosphere has to change...but your characters should, at least enough for you all to feel comfy again. :) And of course, talk this out with your DM, who might be able to help you with some tools needed for less-killing attacks...like natural sleep poisons, or a lost lab somewhere, or nonlethal weaponry in a trash heap abandoned by the Drow. [/QUOTE]
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