Is Coup de Grace an evil act?

Wow... lots of arguing for such a narrow topic.

Adding my two cents, I only have one thing to say:

CdG is just as evil as killing a person. If you don't think you can avoid killing a person, then CdG is justified. If you think you can avoid killing them, it's not justified.

CdG is no better or worse than killing.

This is not to say that typically in a CdG you don't have the person incapacitated. If this incapacitation can be made permanent, then CdG is purely an unnecessary utility, and is evil. If this incapacitation can not be made permanent, then killing them is killing them.

A rose by any other name...

So speaketh this pathetic GM.
 

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RigaMortus said:

Provoked = To bring about deliberately; induce.

Unprovoked = Not provoked or prompted.

Again... Using this logic: A known Thief is walking down the street. The authorities spot him and give chase, telling him to stop. He runs, because he doesn't want to go to jail. The authorities catch up to him and tackle (ie grapple) him to keep him from escaping. Since the authorities "attacked" the Thief, he is now within his rights to defend himself, knock out the authorities and then CdG them?

Who brought about the attack deliberately? Who induced the attack? Who initiatied the attack? Not the Thief, that was farthest from his mind. He wanted to run away. He got caught by the guards who "provoked" the attack (last time I checked, grapple was an attack. Maybe this will change in 3.5?). They lawfully provoked it, but that was the original posters quote. I beleive it was (w/o going backwards) that anyone who provokes an attack with you is subject to die. I'd say he needs to clean up that definition more than I do.
The thief committed crimes. That provoked the athorities to act responsibly. PROVOKED His earlier crimes were the provokation, and the athorities acted responsibly. If the thief were to CdG them, he would compound his earlier crimes.


RigaMortus said:

Ugh. If there is other recourse or other ways to deal with him, then killing him is an evil act. If there isn't, than it isn't.

As an aside (just feel the need to clarify something)... When I am in combat, and get attacked by multiple "things". My characters mantra isn't, "I'm gonna kill you." It's more like, "I'm going to take you out of commission, using lethal force if necessary, until you no longer pose a threat. If I find you bleeding to death, I will do my best to stabilize/heal you once I am no longer threatened. Unfortunately, if you should you die, that is the risk YOU took when trying to kill me."
I say again - learn that just because some act isn't good doesn't mean it is evil. "I will punish you" isn't an evil thought, but it isn't necessarilly good.

Non-evil doesn't mean paladin.


RigaMortus said:

I like a little flavor in my DnD games. Not the same old predictablity. My DM favors this too. 95% of the time if something is "usually or always evil" then it is. But that other 5% of the time is what keeps me from hacking up every evil thing that crosses my path.

Here are two instances that happened in our game (WAY early on). I play a Paladin in this particular campaign =/

We were in a very shady town. It was pretty much lawless for outsiders (our party), but the people of the town could enjoy some protection from the law. For example, we were attacked by a press gang. We defeated them and the authorities didn't do much in the way of help us, they kind of looked the other way because they didn't want to deal with it. While there was an "understanding" that townsfolk would not be pressed by these gangs. Just to give you an example of this town. Anyway...

1) We walk into a bar. There is an assortment of people there. I scan with Detect Evil, and sure enough the three goblins sitting at a table doing nothing more than enjoying an ale come up as Evil. I proceed to tell them to leave this bar while I am here or "else". They took this as a threat (and rightfully so) and attacked me. I attacked back, and we ended up killing them. I should mention that some of our own party members refused to fight because they felt I was in the wrong. Which I was (I was low level and I was trying to play up the fact that I was new to the Paladin thing so I purposely made some mistakes). I believe now my actions were evil, but my DM let me go lightly. Since this was my first "offense" it takes more than one evil action to make someone evil. And at that time I beleived I was doing the right thing. I learned the error of my ways and moved on.

2) We came upon an Evil (I detected him) Orc who was captain of a ship we were to investigate. His crew attacked us, and we ended up killing them. The captain however was not there, he was at the tavern. So we went there and met him (this is where I detected him actually). Now, instead of just killing him, "because he was evil" and because I learned from a past mistake, we talked to him. We actually needed his help as it turned out, but we just killed his crew so we had to find a new crew for him. Which we did (counting ourselves). Now I was leary of this, as I would be associating with an Evil person BUT my intentions were to show him the error of his ways. And ya know what? It worked. We no longer had to have a party member stay on the ship fearing he would sail away while we explored an island. Eventually, through kindness, he began to turn Neutral. He was still motivated by money, but we could trust him. I Detected Evil on him later, and he didn't show up as Evil any longer. So in not killing him, we made a valuable ally which we could (and did) trust. We could have killed him at the tavern and just took his boat, but it turned out for the better. These are the kind of unpredictable things I like in my games, rather than "He's evil, kill him". To each his own I guess.
Situation 1. It wasn't good (or lawful), therefore bad for a paladin. But you were trying to help the world, acting on information that you knew to be true that they held evil in their hearts. It was stupid, unlawful, arrogent, not good, and not evil. Your intention was still pure.

Situation 2. So? Killing him would not be good, or lawful, or paladinly, but it also would not be evil, if it fit whatever crimes he may have commited. If he had kill innocents, his death would not be evil.


RigaMortus said:

They aren't a threat though, unless you can attack while unconcious... I know, you're saying if an ally heals them back up. Well, let me ask you this... How many enemy NPC healers do you know that gave a Ranged Heal spell (Reach Spell)? Not very many. So that means they need to touch their ally to heal them. If I am close enough to CdG an enemy, I will be close enough to attack the healer. At the very least, I'll be ready to smack the re-concious foe once he does get healed.

If the enemy wants to heal him so bad, he must want him alive, right? Point your sword at the fallen enemies his neck. "Surrender or this man dies. Come closer, and this man dies. Drop your weapons, spell components, focus items, etc. or this man dies." DM, I ready an action to... whatever. And yes, you are Bluffing. If they call your bluff, they still need to get closer to heal him.

Why aren't you thinking of other alternatives other than CdG? It really isn't that hard.
I don't have to think of alternatives. All I have to do is act out of a sense of need. "If I leave them alive, they get healed, and I have a harder fight. Killing them keeps them from being a threat again this combat." This is different than "Ooo, this one is still breathing, let's see how much blood he spirts out." This is the key difference between neutral and evil you are not seeing.

Good is NOT the same as non-evil. Have you heard of neutral? You absolutism is getting in the way.

RigaMortus said:

Depends on the evil. If you are protecting the innocents they are slaightering before your eyes, then maybe not. I say maybe because, what if you engage him in combat and he surrenders? Do you kill an unarmed and surrendering man? He killed people just 30 seconds ago, but he is unarmed and surrendered. What to do?
If they just committed several crimes, killing them would be an execution. Pure and simple. It may not be good, but it isn't evil.

RigaMortus said:

I agree with this. I do think (and this may be where we differ) that if there are other alternatives other than killing an opponent or CdG them, a Good person should and WOULD attempt those alternatives first.
Damn it, the alignment system isn't black and white. I don't care what a GOOD person would do. This is a question of evil or not. Killing can clearly be not evil. Learn what neutral means.
 

RigaMortus said:
A few misc things...

1) I really like this discussion. Let's try and keep it civil. I may be at fault there, but I'm not the only one. Ok, no pointing fingers.... Let's just keep it civil from now on =)
I am trying, but some things tend to raise my ire. Some of the personal implications you made about Pielorinho have offended me.

RigaMortus said:
3) Out of curiousity, what is everyone's age here? The reason I ask is this. When I was in high school (actually from ages 10 through 17) I used to play the "It's evil, kill it. Kill first, ask questions later." way as I interpret many of you are. (No offense, just my way of defining your play style with regards to alignment). I stopped playing DnD until 3E came out, I guess I was 25 then? I am 27 now. So from the ages of 25 - 27 I developed my current philosophy about how to deal with "evil" beings (with the influence of my current group). So I am just curious what everyone elses age is right now, if you don't mind me asking...
I was once in a game that featured a moral dilema: some stone giants were mining a rare ore near an old tomb. A different party of adventurers had released a plague to try to kill the "evil" giants after some villagers had wandered too close and the giants attacked. The other adventurers were only really after the tomb. My answer: kill all the adventures for releasing a disease, warn the giants we would do the same to them if they attacked any one else (not an idle threat), and bring the adventurers back to life (raise dead) because they had started to do something about the plague. That character was chaotic neutral. We considered who had done what, and acted on our own moral codes. It may not have been good, but it wasn't evil. It also wasn't some immuture "kill first, ask questions later" situation.

To answer your question then, how old does that make me seem?
 

LokiDR said:

I was once in a game that featured a moral dilema: some stone giants were mining a rare ore near an old tomb. A different party of adventurers had released a plague to try to kill the "evil" giants after some villagers had wandered too close and the giants attacked. The other adventurers were only really after the tomb. My answer: kill all the adventures for releasing a disease, warn the giants we would do the same to them if they attacked any one else (not an idle threat), and bring the adventurers back to life (raise dead) because they had started to do something about the plague. That character was chaotic neutral. We considered who had done what, and acted on our own moral codes. It may not have been good, but it wasn't evil. It also wasn't some immuture "kill first, ask questions later" situation.

To answer your question then, how old does that make me seem?

Kick a$$, I didn't realize one of my games'd be brought up in a morality debate in DnD. I thought it was a good circumstance, so I'm glad to see that it stuck with you. (end tangent)

As of right now, you seem... 22 years, 2 months, 4 days, 5 minutes, 9 seconds old. Am I right? :) (end tangent 2)

I'd also like to bring up one of my BESM game dilemmas here. The party, as legendary warriors, need to concentrate on their goal together to succeed in opening the way to their last encounter. Unfortunately, one of their number is in a coma. In order to get to their final encounter and save the world, they feed him a root that they know will kill him, but awaken him long enough to let them face the final encounter.

I think it's fair (possibly not a perfect ruling, but fair) to say that it wasn't evil for them to kill him in such a manner. I stick by my stance that it was done in the only way they thought possible, and therefore it was not evil, whether or not there was actually another way. It's evil or not based on the motives, not the action.
 

Yeah it is. Is this your ONLY alternative when they are held? What about disarming them? Binding them with rope? Knocking them out? Then brining them to the authorities? Nah, that isn't "convienient" enough, is it? Yeah, it's just easier to kill him in cold blood like he was trying to do to you, right? Because that would make you so much better than him, right?


So let me get this straight: This person who is a hired killer attacks me out of the blue, saying something like "Try to die clean, I need your head as proof." or whatnot. Due to some luck on my part I avoid his death attack, and normal combat starts. First round, I get lucky and go before he does; I feint as a move-equvalent action because I've got some improved feint ability and he falls for it. He's now denied his dex bonus to Ac, and I lay into him with my shortsword while he's left an opening in his defenses. Luck smiles on me again and it's a crit. I then roll my critical hit damage which comes out to 19 say, and add in my 8d6 of sneak attack because I'm a rogue of some kind - that comes up ooh, let's say 36 damage. Total from one attack, 55hp of damage. Forces the assassin to make a death from massive damage save, which he fails, and he dies.

The assassin didn't have a chance to fight back. He didn't get a single swing in on me other than his initial supprise attack; I put a hole in his defenses, and ran my blade into his heart. By your reasoning I am not evil.

or

Same assassin attacks me out of the blue, saying the same line about dying clean. Again he misses his death attack, again I win initiative, but instead of feinting him with my combat skills, I cast a spell to hold him still. Lucky me, he fails his will save and is held and I lay into him with my shortsword while he's got an opening in his defenses. I again stab him thru the heart, but since he's been given pause thru my enchantment it's a coup de grace instead of just a normal attack. I roll damage, same crit, same 55hp damage, etc etc, he fails his fort save and dies.

Again, the assassin didn't have a chance to fight back. He didn't get off a single swing on me other than his initial supprise attack; I put a hold in his defenses, and ran my blade into his heart. By your reasoning I am evil.


But what probably gets me the most is your constant assumption that there's somewhere 'better' to take wrongdoers to. That there's some repository for other people's problems that you can just mosey up to, drop off your bound hired killer / rapist / soulsucker / world-destroying archvillian / jaywalker where they'll gladly take them off your hands, ask you to sign a few forms, and wish you good travels like you were dropping the kids off at daycare. What if there is no Arkhamm Asylum, Batman? What if there is no kingdom that wants to deal with your problems? Hell, what if the people you just bound and gagged were their guys to begin with? Or no, maybe I should just disarm them and say "Now you stop all this killing people for money nonsense, and go straight. I'm keeping your knives young man, you can have them back when you learn to get along with others.". Maybe put them in time out until they learn their lesson. Or maybe I should knock them out, so they can come back later and try and kill me again. Heck, I should probably be around a whole bunch of people they could use as leverage against me by killing or making hostage, too. Even if they get the idea that they shouldn't mess with me and leave me alone forever more after I disarm them or knock them out, I'm sure the next person they slit the throat of is going to give me a big ol' thumbs up for letting this person go. I mean sure, they're dead, but at least I took the red spandex-wearing moral highroad.


The funny thing is, last time I looked foolish was a function of my intelligence attribute, not a requirement of my alignment. You bring up mercy alot - the fact of the matter is not everyone is deserving of mercy. There are people who, offered redemption, will spit if back in your face with a mouthful of poison.
 

Rigamortus, my whoopsie widdle snugglemuffin, I'm not going to compare ages with you. Except to tell you, junior, that I'd have a lot more respect for both your attitude and your (in my view excluded-middle) morality if you were fourteen years old. If you've reached 27 without understanding the subtleties and no-win nature of formulating an ethos, it's a lot harder for me to respect that.

Just as you're in no position to pretend that you're just returning pomposity where you found it, you're in no position to complain about other people twisting your words around. You keep depicting your opponents' campaigns as simple hackenslash, in which PCs kill first and ask questions later. Nothing could be further from the truth, at least in my case.

Furthermore, your calls for civility in this discussion are as laudable as they are laughable. Throughout this discussion, you've mocked people for playing evil campaigns, called them narrow-minded and uncreative, and generally insulted the bejeesus out of folks from up on your high horse. If you want the discussion to be civil, you owe us an apology, and then you need to knock it off with the condescension and holier-than-thou attitude. Laying into me with a post full of sneers and putdowns, and then saying, "Let's try to keep this civil," is just a wee little bit hypocritical.

That said, I'll lay off further insults if you will. ;)

***********

I'm trying to give you an idea of how the complexities of morality play out in the campaignss I run and play in. Maybe some examples will help.

Our characters are assaulting a complex full of cultists in the game I play in. We have very good evidence that these cultists not only capture prisoners to torture and then feed to their monstrous pets, but that the cultists are genuinely and sincerely trying to bring about the apocalypse, killing all life. We further have evidence that they're not too far from accomplishing their goals: we don't have much room for error if we're going to stop the apocalypse.

That said, we've developed a means of assaulting areas within their control. Generally, our first attack against a group of cultists is fast and lethal. We try as much as we can to draw the attention of their higher-ups (consisting of ogre magi, barghests, giants, and the like). We kill these guys quickly and efficiently, because if we try to be merciful, we'll likely die, and the cult will succeed.

The lower troops that attack us, however, we encourage to surrender. We will use nonlethal spells (hold person, web, etc.) to bring this goal about.

If they surrender, we knock them out and retreat. We then interrogate our prisoners, looking for a couple of bits of information:
1) Are our prisoners mercenaries or cultists? If they're mercenaries, we'll pay them a couple month's salary, confiscate their weapons and armor, and send them away, telling them that we won't ever take them prisoner again. If they're cultists who genuinely believe that bringing about the apocalypse is hunky dory, why, we execute them: it sucks to do so, but there's no suitable prison nearby, and better to kill them than to have them succeed in killing everyone.
2) Who else is in the compound, and who is likely to defect from the apocalypse cult? It doesn't matter whether the defectors are human, giant, or manticore: if we can lure them away from the cult without killing them, we're very happy to do so. In one memorable case, we found out that a pair of hill-giant brothers were now the de facto leaders of a cult group (after we'd killed the boss), and that these none-too-bright, reluctant-fighter brothers loved fruit. So we went to a town a day's journey away, loaded up on watermelon, and brought it back to sweeten our negotiation with the giants. We offered the giants and the remaining mercenaries a large share of their slain leader's treasure, warned them that they'd best leave the area very quickly, and disbanded the rest of that cult group without shedding further blood.

What I want you to understand, however, is that we went into negotiations holding cards. If we'd tried to negotiate as an opening gambit, all we would have done is lost the element of surprise: nobody negotiates with an Enemy that they think they can defeat. We only opened the negotiations AFTER we'd eliminated the figures least likely to negotiate (the cult leaders) and demonstrated to the rest that attacking us was not in their best interests.

The negotiations you suggest in your sample alternatives to the fire-giant killings simply aren't plausible, IMO. No bluff or diplomacy check is going to get around a fundamental truth of negotiation: you have GOT to be holding some cards when you go to a parley. If you've got no cards, you shouldn't be trying to talk your way out of a problem.

As for the games I run, they're rarely heroic. The PCs may find themselves forced to cooperate with an organized crime lord in order to stop a bloodyminded revolutionary/terrorist group. They're blackmailed into missions by the leaders of the local Good church. They save a town from certain doom, but the mayor takes advantage of a mistake they made to threaten them with lawful execution unless they lie to support the mayor's assertion that he was the key to saving the town.

Characters IMC have disguised themselves and hired on as one-night assassins, hired to kill themselves; once they and their assassin bosses were in position, the PCs ambushed their would-be killers. THAT's the sort of ingenuity that I reward; THAT's where the bluff check comes in.

A character has faced the choice of leaving her religious-zealot husband -- and leaving her infant daughter with him -- or facing certain death. THAT's the kind of moral quandery I like to throw at my players.

A PC has intruded on the sacred site of a xenophobic tribe, and called to her own God on this holy ground in a way that shattered the tribe's faith in its protective, violent God. Was that heroic? Was that a good act? If the tribe now scatters to the winds because their God is proven not to be able to protect them, is the world a better place? Conversely, if the PC had not called on her God and had allowed the tribal God to devour her prisoners, would the world be a better place?

A heroic game, in which there's always an easy solution to every moral dilemma, is fine. If that's how you like to play. It's not how I like to play: I like the path of good to be as muddled and twisted and difficult to find as it is in the real world.

Daniel
 

I think this thread is very interesting, although it really goes much farther than D&D is supposed to. It's still a game, so I try not to think too much about it in a realistic way, just as I don't try to imagine if driving a spaceship and shoot down millions of alien would be a just thing. Anyway, D&D alignment is IMHO one of the most interesting aspect of RPing, so welcome this discussion, and please let me toss my subversive opinion.

LokiDR said:
To punish a criminal is not evil.

1 - I don't believe a criminal must be necessarily punished.

2 - If he is, I believe there should be a Good aim to do that, such as teaching him not to commit crimes again. I cannot currently recall other Good aims, only Neutral (prevention by force) or Evil (vengeance).

3 - To kill him does not teach, because he's dead.

But a RPG is another thing, in fact fortunately in reality we don't have unrecoverably Evil monsters and fortunately we don't have unrecoverable Paladins in the world, although I must admit that unfortunately we have some that are close to each, and few that are close to both.
 

lets ask Beowulf (the character not a board persona) this question.

he sneaks into the monster's lair and slays the beast.

the angry mother does the same to Beowulf's people.

which is evil?

if you believe that Beowulf is the Hero. then what he did was not. and what the Mother did was.

if you think the Mother was right in her vengence. then Beowulf is evil.

the victor always writes what is right.;)
 

Well folks, go ahead and color me a genius. I've solved this little debate with a simple, elegant solution that should make parties on all sides happy. In just a few moments I will be firing this idea off to WotC in the hopes that it can be included in the 3.5E books. If not, hopefully it will make it into 3.75E. The following is the text that will be included. (Remember that you saw it here first.):

*To be included in the 3.5 version of the PHB in Section 6, which details Alignment.*

"In addition to the above alignments (LG, NG, CG, LN, N, CN, LE, NE, CE) two new alignment designations have been added. These are called EVIL and eVil. They are detailed as follows:

eVil - Any character of any alignment other than one of the standard Evil alignments (i.e. LG, NG, CG, LN, N, CN) who performs a Coup de Grace (see Section 8 - Combat) automatically becomes eVil. eVil isn't exactly Evil and it certainly isn't EVIL, but it damn sure isn't Good and surely it is more evil than Neutral. We now call it eVil. (Pronounced "eee-Ville") All normal penalties for alignment change apply AND now nobody at the gaming table is obligated to share their snacks with you. Serves you right too.

EVIL - If any character of one of the Evil alignments (LE, NE, CE and eVil) perfoms a Coup de Grace (see Section 8 - Combat) they automatically become EVIL. EVIL is like Evil, except that you really mean business when you're EVIL. No foolin' around. Because the only thing more EVIL than Evil is Evil that performs a Coup de Grace. That's just wrong. Also note that if a DM allows an Evil NPC to become EVIL by performing a Coup de Grace on a PC, he suffers the following consequences:

1) He automatically becomes an honorary member of the Rat-Bastard DM club.

2) One player, elected by vote among the players (with any ties resolved by the high roll on a d20) shall stab the DM in the hand (not his dice hand, the other one) with a pencil (a #2 pencil).


*To be included in the 3.5E PHB, Section 8 - Combat.*

"Coup de Grace - Coup de Grace has been removed from the game because of the potential to cause a character to become EVIL or eVil. Furthermore, WotC wishes to avoid any potential lawsuits resulting from EVIL DM's being stabbed in the hand with #2 pencils. They'll just have to get into the Rat Bastard DM's Club the old fashioned way. See also Section 3 of the DMG."

*To be included in the 3.5E DMG, Section 3 - Running The Game.*

"Note that Coup de Grace has been removed from the game (See Section 8 - Combat in the 3.5E PHB). If you are truly an EVIL person and wish to include Coup de Grace in your games, then you are scum and we don't mind telling you so. But we also strongly advise that you use the following optional rule, jerk:

Coup de Grace Optional Rule - In order to mitigate the effects of Coup de Grace on your game world, you should include in every town larger than a Hamlet, a local branch of eVil-R-Us "We Coup de Grace so you don't have to."

Players should be strongly encouraged to bring all unconscious villians, no matter how villianous their crimes to the local branch of eVil-R-Us. There they can drop off the villians and go on their merry way. Once out of earshot, the helpful and courteous staff of eVil-R-Us will Coup de Grace the villian in such a manner as to leave the PC's souls unsullied by any wrong doing.

It should be noted that due to the vagaries of the changes in the alignment system (See Section 6 - Alignment in the 3.5E PHB) that the staff of eVil-R-Us have the potential of quickly going from eVil to EVIL if they are not very careful. Thankfully they are very careful ("Here at eVil-R-Us, 'Very Careful' is our middle name!"). Each night the agents of eVil-R-Us roam the lands and pluck only the finest, hand-picked virgin girls from their undefiled beds and bring them to the local branch. There each virgin is allowed to perform one, and only one Coup de Grace on one of the villians delivered by a client group of adventurers. This of course results in their alignment changing from Good (presumably the extremely innocent and doe-eyed Neutral Good) to eVil. But over the long run, it saves many a Player Character from the ravages of EVIL.

After their designated Coup de Grace has been performed, these virgins are released harmlessly into the wild where most quickly find work as prostitutes, tax accountants or barristers, none of whose crimes should be considered Evil or EVIL. Any suggestion that they deserve to be Coup de Graced themselves is right out.

Also noteworthy is that the services of eVil-R-Us come to the adventurers ABSOLUTELY FREE OF CHARGE. Many people ask the folks at eVil-R-Us, "If you don't charge to perform these Coup de Graces, how do you make enough money to stay in business?"

The answer: "Volume"



I will of course include in my message to WotC, a copy of my address so they know where to send my (substantial) compensation for a contribution to the 3.5E rules that will finally put this costly and time-consuming "Coup de Grace Debate" to an end. If your relief at having this problem dealt with in such an elegant manner compells you to render me further compensation, please contact me via e-mail and I will give you my address as well.

In closing, I'll say that it gives me extreme pleasure to render such a useful service to the D&D players of the world and in particular all my good friends here at EN World. Good day.
 

RigaMortus said:
Fire Giants: You humans killed him. We were minding our own business, collecting slaves, then Jack-the-Giant-Killer attacked us and killed Fargash, my brother. For no good reason! We fled, and vowed vengence.

"Just collecting slaves" is minding your own business?

Face it everyone, RigaMortus has ideas about good and evil that don't match up with the commonly accepted definitions used by anyone else here. He clearly doesn't understand D&D's concept of absolute morality, and certainly seems to have little idea what "good acts" and 'evil acts" are, at least insofar as most of the rest of the world defines them. Stop bothering to engage him in this conversation, it is as pointless as trying to teach a pig to talk.
 

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