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General Tabletop Discussion
*Dungeons & Dragons
House Rule for Subdual, is it fair?
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<blockquote data-quote="Saeviomagy" data-source="post: 7219933" data-attributes="member: 5890"><p>Your line was "what sort of character would anyone want to spare people all the time?" My answer is that if you're good,</p><p></p><p>On fine grained matters, perhaps, and the interplay of hitpoints, attack rolls and unknown stats does a pretty good job to avoid (say) having a character attack another character and determine that combat effectiveness is quantized in 5% increments. In broader strokes, knowing that it's no harder to subdue someone than to kill them seems pretty fundamental, and expecting every player to pretend they don't know that is being optimistic to say the least.</p><p></p><p>People in the real world know the rules, they still don't optimize for them. I know for a fact that if I ate less food and worked out, I would be fit and live longer... it doesn't mean I do it.</p><p></p><p>Except part of my point is that prior to implementing this rule, most characters shouldn't be killing them anyway unless you're simply ignoring the entire question.</p><p></p><p>Except in that case the actual argument is you <em>must</em> rely on narration because the raw doesn't have any randomness.</p><p></p><p>What work? I had to plan out the story arc anyway, so "goons knowing things" is trivial. My goons do things like surrender when a situation isn't worth what they're paid, or when they're convinced they're not fighting for a sane cause. I already do this work to make combat encounters that aren't just excuses to roll dice, so there is no work wasted when henchmen aren't captured.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7219933, member: 5890"] Your line was "what sort of character would anyone want to spare people all the time?" My answer is that if you're good, On fine grained matters, perhaps, and the interplay of hitpoints, attack rolls and unknown stats does a pretty good job to avoid (say) having a character attack another character and determine that combat effectiveness is quantized in 5% increments. In broader strokes, knowing that it's no harder to subdue someone than to kill them seems pretty fundamental, and expecting every player to pretend they don't know that is being optimistic to say the least. People in the real world know the rules, they still don't optimize for them. I know for a fact that if I ate less food and worked out, I would be fit and live longer... it doesn't mean I do it. Except part of my point is that prior to implementing this rule, most characters shouldn't be killing them anyway unless you're simply ignoring the entire question. Except in that case the actual argument is you [i]must[/i] rely on narration because the raw doesn't have any randomness. What work? I had to plan out the story arc anyway, so "goons knowing things" is trivial. My goons do things like surrender when a situation isn't worth what they're paid, or when they're convinced they're not fighting for a sane cause. I already do this work to make combat encounters that aren't just excuses to roll dice, so there is no work wasted when henchmen aren't captured. [/QUOTE]
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House Rule for Subdual, is it fair?
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