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General Tabletop Discussion
*Dungeons & Dragons
KO and Death Saves
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<blockquote data-quote="Lancelot" data-source="post: 6770779" data-attributes="member: 30022"><p>No, not in my group.</p><p></p><p>On the <em>rare </em>occasion that the players in my group have decided to take someone prisoner, I'm not going to demotivate them by allowing a chance that the KO'ed prisoner wakes up and makes life difficult for them. My players are plenty murderous enough already. If an NPC is KO'ed, it stays down for 1d4+1 hours.</p><p></p><p>Conversely, if (as DM) I choose to have an NPC knock out a PC, it's clearly for story reasons. In this case, I don't want to leave the story in the hands of the d20. The PC is out cold. They're not at risk of dying (and they know that, which is a good thing), but nor can they hope to pop back up and influence the fight unless they get magical healing.</p><p></p><p>Bear in mind that, in my group, a knock-out attempt might occur <em>once</em> every 4-6 sessions (i.e. every 20-or-so combat encounters). My group's motto is: kill them all, and let the gods sort them out. In the last month alone, they've killed multiple innocents: chucked a <em>fireball</em> into a room where cultists were about to sacrifice a prisoner (killing the bound prisoner), shot an unconscious slave in the back ("Body face-down at the bottom of a pit? I'll put a bolt into his back, just in case he's a zombie or something"), killed the entire population of a town after accidentally detonating an <em>orb of destruction</em>, and murdered a friendly NPC because they detected magic items in his house. If anything, I need to be figuring out <em>more</em> ways to incentivize them to not kill everything in their path.</p><p></p><p>So, yeah. No way am I ever going to give them another reason to simply kill the NPCs.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 6770779, member: 30022"] No, not in my group. On the [I]rare [/I]occasion that the players in my group have decided to take someone prisoner, I'm not going to demotivate them by allowing a chance that the KO'ed prisoner wakes up and makes life difficult for them. My players are plenty murderous enough already. If an NPC is KO'ed, it stays down for 1d4+1 hours. Conversely, if (as DM) I choose to have an NPC knock out a PC, it's clearly for story reasons. In this case, I don't want to leave the story in the hands of the d20. The PC is out cold. They're not at risk of dying (and they know that, which is a good thing), but nor can they hope to pop back up and influence the fight unless they get magical healing. Bear in mind that, in my group, a knock-out attempt might occur [I]once[/I] every 4-6 sessions (i.e. every 20-or-so combat encounters). My group's motto is: kill them all, and let the gods sort them out. In the last month alone, they've killed multiple innocents: chucked a [I]fireball[/I] into a room where cultists were about to sacrifice a prisoner (killing the bound prisoner), shot an unconscious slave in the back ("Body face-down at the bottom of a pit? I'll put a bolt into his back, just in case he's a zombie or something"), killed the entire population of a town after accidentally detonating an [I]orb of destruction[/I], and murdered a friendly NPC because they detected magic items in his house. If anything, I need to be figuring out [I]more[/I] ways to incentivize them to not kill everything in their path. So, yeah. No way am I ever going to give them another reason to simply kill the NPCs. [/QUOTE]
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