Lethal and Nonlethal Combat

Just design your adventures so that the bad guys don't know much (need to know), or provides the information you want the players to get, which will advance them to the next plot point.

I'm not sure what you normally do to seed the next step of the adventure for the players, but just have this information in the bad guy's head instead.
 

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It's not so much a problem of -- "I don't want the players to interrogate NPCs" -- I'm fine with that. It's a question of flavor. PCs contribute thematically to the campaign just as much as the DM does, if not more. I'm looking for ways I can influence the way they stylistically influence the game without forcing them to do it or changing the rules (preferably).
 

BBEG doesn't want his minions spilling the beans.

Each one is given a magic item...

Or the BBEG just doesn't give the minions any beans to spill.

"What is Webrunner's plan for conquering the kingdom? Tell us!"

"Webrunner is all mighty! We all tremble before him!"

"Tell us!"

"He doesn't tell lowly ones such as I about his genius plans.."
 

It's not so much a problem of -- "I don't want the players to interrogate NPCs" -- I'm fine with that. It's a question of flavor. PCs contribute thematically to the campaign just as much as the DM does, if not more. I'm looking for ways I can influence the way they stylistically influence the game without forcing them to do it or changing the rules (preferably).

If you want them to murder everything they see instead of trying to be superman and leaving everyone alive, just tell them to write "evil" in the alignment spot on their sheet. If that doesn't work, have one of the villains kill one of the character's mother. If that doesn't work, then having one of the villains steal the party's gold will. That always works.
 

It's not so much a problem of -- "I don't want the players to interrogate NPCs" -- I'm fine with that. It's a question of flavor. PCs contribute thematically to the campaign just as much as the DM does, if not more. I'm looking for ways I can influence the way they stylistically influence the game without forcing them to do it or changing the rules (preferably).

How about "hey guys, the constant capturing and interrogating of mooks is slowing the game down and detracting from the heroic action-movie tone I'm trying to go for. How about we make a deal: you put the faceless goons down for good, and I promise not to build scenarios where the faceless goons have vital information about the rest of the campaign."
 

Or hand wave it - "you take them prisoner and interrogate them, but they know nothing of value".

Incidentally, what flavour do you want? If you want them to be more brutal, portray the enemy as undeniably evil. Less brutal - paint things more morally gray.

Inquisitor Psychologis Ruminahui
 

Just reintroduce subdual damage if you are that bothered by it. But the DC 15 heal check is also a nice idea.

And I am suprised by how many people suggest that you railroad the PCs by making enemies "unsubduable". Of course you should not do that.
 

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