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I think the D&D experience system has a lot to do with my players being murder hobos.
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<blockquote data-quote="Saeviomagy" data-source="post: 6835510" data-attributes="member: 5890"><p>If your PCs are murder hobos, then it's because they don't value non lethal interaction (and the alternative is murder) or having an established base of operations (ie - hobo).</p><p></p><p>Most likely this is because they've previously been punished for these things. </p><p></p><p>In the case of non lethal interaction - previously has negotiation with NPCs proved more difficult and less rewarding than combat? Are your NPCs generally unhelpful? Do they typically carry treasure? Do they usually have no knowledge or non-treasure resources of value? Do they immediately become unhelpful/hostile through a single failed check? Are they usually irrationally oblivious to the fact that the adventurers will probably make them into mincemeat?</p><p></p><p>In the case of a base of operations - Do you use the ridiculous rules in the DMG which make establishing a base ridiculously expensive and pointless? Have you presented them with opportunities to establish a base of operations? Have you done things like give them loot that they want to keep, but that is ridiculous to carry with them (ie - reference libraries, fragile magical items the size of a cart)?</p><p></p><p>In short - PCs are murder hobos because the focus of the campaign and rules push them to be murder hobos. The rules as is say there is no point to establishing a base, and the rules as commonly interpreted make any course of action when presented with a less-than-helpful NPC less beneficial than killing them.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6835510, member: 5890"] If your PCs are murder hobos, then it's because they don't value non lethal interaction (and the alternative is murder) or having an established base of operations (ie - hobo). Most likely this is because they've previously been punished for these things. In the case of non lethal interaction - previously has negotiation with NPCs proved more difficult and less rewarding than combat? Are your NPCs generally unhelpful? Do they typically carry treasure? Do they usually have no knowledge or non-treasure resources of value? Do they immediately become unhelpful/hostile through a single failed check? Are they usually irrationally oblivious to the fact that the adventurers will probably make them into mincemeat? In the case of a base of operations - Do you use the ridiculous rules in the DMG which make establishing a base ridiculously expensive and pointless? Have you presented them with opportunities to establish a base of operations? Have you done things like give them loot that they want to keep, but that is ridiculous to carry with them (ie - reference libraries, fragile magical items the size of a cart)? In short - PCs are murder hobos because the focus of the campaign and rules push them to be murder hobos. The rules as is say there is no point to establishing a base, and the rules as commonly interpreted make any course of action when presented with a less-than-helpful NPC less beneficial than killing them. [/QUOTE]
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I think the D&D experience system has a lot to do with my players being murder hobos.
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