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Making it easier NOT to kill people...
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<blockquote data-quote="Mallus" data-source="post: 1301096" data-attributes="member: 3887"><p>I think the biggest problem facing a character dedicated to non-[or semi]-violence is the DM. Thus most of the soultions lie is his or her hands.</p><p></p><p>Mechanical solutions only get you so far. In the end you need a DM willing to create opponents who do novel things like flee when overmatched or critcially wounded. Or even --gasp-- surrender. And there needs to be some kind of social/cultural contract that makes surrender [or some form of combat resolution that doesn't end in the losing side dead] viable. </p><p></p><p>Too many DM's --that I've seen-- run worlds in which the opponents fight with the robotic valor of videogame enemies [whose wholesale slaughter is morally unambiguous thanks to "alignment"]. That's just so much less interesting...</p><p></p><p>Here's a suggestion; allow certain groups access to unpenalized non-leathal attacks, but treat there devotion like a religious vow. Bind them to it. So the advantage is couple with a disadvantage. That should work nicely. But again, only in a game that isn't purely kill-or-be-killed.</p></blockquote><p></p>
[QUOTE="Mallus, post: 1301096, member: 3887"] I think the biggest problem facing a character dedicated to non-[or semi]-violence is the DM. Thus most of the soultions lie is his or her hands. Mechanical solutions only get you so far. In the end you need a DM willing to create opponents who do novel things like flee when overmatched or critcially wounded. Or even --gasp-- surrender. And there needs to be some kind of social/cultural contract that makes surrender [or some form of combat resolution that doesn't end in the losing side dead] viable. Too many DM's --that I've seen-- run worlds in which the opponents fight with the robotic valor of videogame enemies [whose wholesale slaughter is morally unambiguous thanks to "alignment"]. That's just so much less interesting... Here's a suggestion; allow certain groups access to unpenalized non-leathal attacks, but treat there devotion like a religious vow. Bind them to it. So the advantage is couple with a disadvantage. That should work nicely. But again, only in a game that isn't purely kill-or-be-killed. [/QUOTE]
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