D&D 5E My group is questioning everyone.

I think I agree with GSHamster; just skip the interrogation. Once in a while it is fun to play out the particular individual, but mostly it is tedious. I've even had my PCs totally forget that they had taken a prisoner, and when they finally remembered, I said something to the effect of "no, you forgot all about him and left him tied up in the dungeon..."
 

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Not even house rules! PHB p198

"Mighty villains and special non player characters are common exceptions: The DM might have them fall unconscious and follow the same rules as player characters"

PCs always have the option of knocking someone out when taking someone to 0 HP with a melee attack. "The creature falls unconscious and is stable." - pg. 198.

I only have to deal with interrogations once in a while. I have one PC that values life and doesn't kill unnecessarily. I have another PC who is deranged and murders all of the unconscious creatures.
 

The Starter Set adventure does a really good job of succinctly stating what information enemies have in case players interrogate or charm them.

I'd just assume my players are going to question all mooks and plan accordingly.
 

Another idea: have all your mooks belong to the same death cult / be part of the same hive mind / be possessed by the same Mind Flayer. When questioned, they will all deliver the same information in the same tone using the same words. :)
 

Your players want to interact with NPCs rather than killing them all? There are worse problems to have. Seriously, this is a good thing. Don't punish them for it.

In your place I'd roleplay the captured NPCs until I got bored with it. After that, I'd tell them "You're questioning orc #384? Let's fast forward. He doesn't know anything you haven't learned from the previous 383" Actually, that sounds snarky. Take out the snark when you do it.
 

Thanks for the suggestions. I think the answer for me is to just skip role playing after the first couple questions. That is what I was struggling with. I may also use the suggestion of imposing disadvantage on certain situations. I agree it would be hard IRL to intentionally not kill someone with a sword and just stab them enough to knock them out. :>
 

I suggest eliminating the "knockout" rule and instituting the following house rules:

  • Some powerful monsters and NPCs have the Heroic trait (which PCs also possess). Heroic creatures cling to life, fighting death to the bitter end. Such creatures follow the PC death and dying rules. They die of massive damage, make death saves, etc.
  • Those who lack the Heroic trait (most monsters and NPCs) don't get death saves. Instead, the first time such a creature would make a death save, it simply dies.
So, the PCs can save monsters for questioning, but it isn't easy.

I'm using this.
 

I didn't like this rule in 4E, and the reason is that it bends the genre and creates permanent moral dilemmas.

It feels a little weird to see so many people insisting on making killing NPCs easier, even by accident. The usual complaint is that PCs are too ruthless, and kill too casually.

....

That's a good thing, if you ask me. In real life, true heroes don't do a lot of killing. Whenever I play anything but chaotic evil characters, I make a point of not killing when it's not strictly necessary (usually in self-defense or legitimate defense of others). While I love D&D, the amount of slaughtering of human-like creatures that goes into your typical adventure (my own adventures included) is really weird. Makes me think that players don't spend a lot of time thinking about the meaningfulness of the choices their characters make, and I think that should be a huge part of playing.

Thank you to the folks who have suggested that maybe it's actually nice to encourage players having their PCs incapacitate rather than kill....

Personally, I would jump for joy if my players' PCs knocked out and arrested every sentient humanoid opponent they encountered; it would strike me as far closer to an actual in-practice "Lawful Good" ethos than the chop-'em-to-bits standard of D&D, even heroic D&D.

In classic D&D, some monsters may be so awful that they are worth killing. Maybe just a few, maybe more. But beyond those others are so threatening that only real weapons and dangerous spells will stop them, in a way that tends to kill them, or at least leave them severally incapacitated for a long time. This is unfortunate, but thats how it goes (I have to be careful here, yes, there are real world analogies with this, and yes, there is a lot of controversy around those...but back to the game).

When you make it easy to knock out opponents with swords and shocking grasps, you have changed the genre. You are now playing a supers game, where only deviant heroes attack to kill. In this genre you are looking to apprehend villains, not kill them (though it if is a movie version, they may do a good job of getting themselves killed at the right time, but anyways). If you can knock out opponents, and just say to hell with it, and kill them, you are basically (mass) murderers.

Its the rules change that does this. It creates this dilemma if you think about it too much. (And if you are torturing after the capture, then its encouraging murder on the one hand, torture on the other).

Its true, D&D is bloody, maybe too much. An optional rule along these lines would be ok. But you would have to have conventions on when monsters just give up and won't trouble the players, and when you would need to capture them, and when it would be ok to kill them.

ALSO, if that wasn't a long enough post, it degrades tactics. Don't want to kill them, don't fight them in the first place. Want to take them prisoner, put in the extra effort. Use charm, illusion, abilities, a way to strike to subdue. But if you go at somebody with an axe, then no, they probably won't be fit to talk to afterward.
 

Morale dilemmas are okay to use from time to time, but I don't like to beat players over the head with them. Conan, John Carter and Elric only took prisoners when required by the plot, after all.
 

Interrogations can be fun in small doses. I wrote an entire article on how to have fun with them with loads of ideas in Issue #22 of Kobold Quarterly because my players seem to take a prisoner once every session. It's not tied to any game system.
 

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