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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="BrokenTwin" data-source="post: 8445046" data-attributes="member: 7017978"><p>I would argue that concrete incentives are part of mechanical support, but that's splitting hairs. And I have zero disagreement that early editions of D&D were better at disincentivizing combat.</p><p></p><p>But D&D 5E's incentive structure is strictly about getting better at fighting things. Heck, outside of specific class features for Rogues and Bards and a handful of feats, your character CAN'T learn new non-combat proficiencies RAW. There's no mechanical support for improving or tracking your social standing with various groups, or owning land/dwellings, or rewards for your characters achieving their personal goals. I'm not saying that D&D 5E is a bad game for not providing this support, it was build to support a certain style of play, and there's nothing wrong with that. But if you're finding yourself at odds with some of the core conceits of the system (combat as a primary option, combat as sport, little mechanical support for social/exploration/survival gameplay, character progression through combat capability), then there's other systems that do focus on supporting those various foci better in different ways.</p><p></p><p>Can you play D&D 5E without all the violent encounters and killing, as asked in the OP? Of course you can. You'll need to tweak a lot of things and reduce emphasis on large amounts of the rules, but it can be done. I personally wouldn't enjoy it though. There's a lot of systems out there that can handle that style of play better, up to and including the early editions of D&D.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 8445046, member: 7017978"] I would argue that concrete incentives are part of mechanical support, but that's splitting hairs. And I have zero disagreement that early editions of D&D were better at disincentivizing combat. But D&D 5E's incentive structure is strictly about getting better at fighting things. Heck, outside of specific class features for Rogues and Bards and a handful of feats, your character CAN'T learn new non-combat proficiencies RAW. There's no mechanical support for improving or tracking your social standing with various groups, or owning land/dwellings, or rewards for your characters achieving their personal goals. I'm not saying that D&D 5E is a bad game for not providing this support, it was build to support a certain style of play, and there's nothing wrong with that. But if you're finding yourself at odds with some of the core conceits of the system (combat as a primary option, combat as sport, little mechanical support for social/exploration/survival gameplay, character progression through combat capability), then there's other systems that do focus on supporting those various foci better in different ways. Can you play D&D 5E without all the violent encounters and killing, as asked in the OP? Of course you can. You'll need to tweak a lot of things and reduce emphasis on large amounts of the rules, but it can be done. I personally wouldn't enjoy it though. There's a lot of systems out there that can handle that style of play better, up to and including the early editions of D&D. [/QUOTE]
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