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Killing is bad: how to establish morality
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<blockquote data-quote="hawkeyefan" data-source="post: 6931300" data-attributes="member: 6785785"><p>I think that you have to determine what you consider "murder" within the parameters of your campaign. Certainly most D&D games are going to pit the PCs against villains of all kinds, from horrible unrepentant monsters to misguided innocents, and everything in between. </p><p></p><p>The rules do allow for any killing blow to instead render a target unconscious rather than dead. So mechanically, the PCs can literally capture any and all of their foes without killing, and can do so without any change to the difficulty.</p><p></p><p>So if you want them to do that rather than kill, you need to give them reasons to do so. Simple ones to get the ball rolling would be to have a mission to capture a bad guy because someone hires them to do so. Or he has info they will need to extract from him after capture. These are pretty specific, but can serve as a starting point. The information one works well because once they capture and extract the info, then what do they do with the captive?</p><p></p><p>This could be a good spot to introduce the idea that there may be repercussions if they slaughter a captive (madness or taint as you suggest).</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6931300, member: 6785785"] I think that you have to determine what you consider "murder" within the parameters of your campaign. Certainly most D&D games are going to pit the PCs against villains of all kinds, from horrible unrepentant monsters to misguided innocents, and everything in between. The rules do allow for any killing blow to instead render a target unconscious rather than dead. So mechanically, the PCs can literally capture any and all of their foes without killing, and can do so without any change to the difficulty. So if you want them to do that rather than kill, you need to give them reasons to do so. Simple ones to get the ball rolling would be to have a mission to capture a bad guy because someone hires them to do so. Or he has info they will need to extract from him after capture. These are pretty specific, but can serve as a starting point. The information one works well because once they capture and extract the info, then what do they do with the captive? This could be a good spot to introduce the idea that there may be repercussions if they slaughter a captive (madness or taint as you suggest). [/QUOTE]
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