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Isn't Success in D&D Dependent Upon Murder?
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<blockquote data-quote="Dr Simon" data-source="post: 3578482" data-attributes="member: 21938"><p>Well yes, in a way D&D experience is predicated upon killling things and nicking their stuff.</p><p></p><p>BUT:</p><p></p><p>You raise the point of justice against murder. Hence the prevalence of undead, demons, brain-eaiting aberrations and inherently evil humanoids. By making bad guys who are intrinsically nasty the whole concept becomes more palatable compared to a more morally grey style of campaign where the 'bad guys' are perhaps just following the wrong leader.</p><p></p><p>ALSO:</p><p></p><p>The experience is given for *defeating* opponents, not just killing them. It is entirely within the DM's purview to award XP for bringing 'em back alive, and perhaps ramping up experience awards for non-combat success, even for the number of innocent lives saved etc. Bringing in the concept of bounty or ransom helps with the moetary aspect. I admit that this is not the default, but it is pretty simple to alter the morality of XP awards.</p><p></p><p>(On a seperate note, you mention PC 'mutilation' of corpses. From the point of view of a pre-modern society this is quite often what you do to your enemies, to show your power over them is complete. On a side note, I was struck the other day about the utter stupidity and cultural bias on behalf of game writers of having *burial* as the default funereal method in a world where re-animation as undead is common. Surely, surely everyone would have cottoned on to cremation as a better method, gentle repose spell notwithstanding)</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 3578482, member: 21938"] Well yes, in a way D&D experience is predicated upon killling things and nicking their stuff. BUT: You raise the point of justice against murder. Hence the prevalence of undead, demons, brain-eaiting aberrations and inherently evil humanoids. By making bad guys who are intrinsically nasty the whole concept becomes more palatable compared to a more morally grey style of campaign where the 'bad guys' are perhaps just following the wrong leader. ALSO: The experience is given for *defeating* opponents, not just killing them. It is entirely within the DM's purview to award XP for bringing 'em back alive, and perhaps ramping up experience awards for non-combat success, even for the number of innocent lives saved etc. Bringing in the concept of bounty or ransom helps with the moetary aspect. I admit that this is not the default, but it is pretty simple to alter the morality of XP awards. (On a seperate note, you mention PC 'mutilation' of corpses. From the point of view of a pre-modern society this is quite often what you do to your enemies, to show your power over them is complete. On a side note, I was struck the other day about the utter stupidity and cultural bias on behalf of game writers of having *burial* as the default funereal method in a world where re-animation as undead is common. Surely, surely everyone would have cottoned on to cremation as a better method, gentle repose spell notwithstanding) [/QUOTE]
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