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Killing is Wrong: Adding Theme to a Campaign
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<blockquote data-quote="Rod Staffwand" data-source="post: 7147365" data-attributes="member: 6776279"><p>I've run a bunch of D&D with no (or limited) killing. Works just fine. Some of these were gaming for kids, wherein the mean goblins run away at 0hp. Others were on the opposite end of the spectrum with sophisticated parties that had complex, noble goals and the ingenuity to strive after them without laying waste to everything in their path.</p><p></p><p>Yup, tons of rules are dedicated to combat and violent abilities. Most of these do not need to result in death as pointed out by previous posters. You can easily use death saves for NPCs and monster-types, RAW, which gives everyone a measure of protection. You can easily customize xp to prioritize non-violent or non-killing resolution. It's no big deal.</p><p></p><p>The biggest deal, as always, is getting player buy-in. If your players want to be murderhobos, they'll be murderhobos, mechanics be damned. Save the campaign idea for another time and another group. Not all groups want to play murderhobos. D&D doesn't force or even suggest that PCs act as such. </p><p></p><p>And it doesn't matter if other systems might be a better match for the campaign your envisioning. I always feel its better to alter a system you're happy and comfortable with to suit your needs rather than force a whole group to learn a new system. The D&D rules are a toolbox which you can use to build whatever you want.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7147365, member: 6776279"] I've run a bunch of D&D with no (or limited) killing. Works just fine. Some of these were gaming for kids, wherein the mean goblins run away at 0hp. Others were on the opposite end of the spectrum with sophisticated parties that had complex, noble goals and the ingenuity to strive after them without laying waste to everything in their path. Yup, tons of rules are dedicated to combat and violent abilities. Most of these do not need to result in death as pointed out by previous posters. You can easily use death saves for NPCs and monster-types, RAW, which gives everyone a measure of protection. You can easily customize xp to prioritize non-violent or non-killing resolution. It's no big deal. The biggest deal, as always, is getting player buy-in. If your players want to be murderhobos, they'll be murderhobos, mechanics be damned. Save the campaign idea for another time and another group. Not all groups want to play murderhobos. D&D doesn't force or even suggest that PCs act as such. And it doesn't matter if other systems might be a better match for the campaign your envisioning. I always feel its better to alter a system you're happy and comfortable with to suit your needs rather than force a whole group to learn a new system. The D&D rules are a toolbox which you can use to build whatever you want. [/QUOTE]
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