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<blockquote data-quote="ruleslawyer" data-source="post: 6456540" data-attributes="member: 1757"><p>Thank you to the folks who have suggested that maybe it's actually nice to encourage players having their PCs incapacitate rather than kill. Long before 4e, I was using the house rule that you could declare normal or subdual damage as you liked on any given hit, thus ensuring that if the players wanted to bring down a baddie using nonlethal damage, they probably could. (Offer did not apply WRT outsiders constructs oozes or undead, but YMMV.)</p><p></p><p>Honestly, if your problem is that the players are doing this to the point of tedium, my solution would be to just talk to the players out of game and explain that (a) yes, this is a good idea in general if the bad guys are likely to have usable info but (b) not every evil minion is going to know something useful. The more immediate in-game approach is to just tell them "look guys, yes this is the 15th kobold sentry in a row you've interrogated, and NO, he doesn't know any more about the plots of the clerics running the Elemental Nodes of Evil than did the jackalwere you ran into on the road." Just cut the interrogations short.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 6456540, member: 1757"] Thank you to the folks who have suggested that maybe it's actually nice to encourage players having their PCs incapacitate rather than kill. Long before 4e, I was using the house rule that you could declare normal or subdual damage as you liked on any given hit, thus ensuring that if the players wanted to bring down a baddie using nonlethal damage, they probably could. (Offer did not apply WRT outsiders constructs oozes or undead, but YMMV.) Honestly, if your problem is that the players are doing this to the point of tedium, my solution would be to just talk to the players out of game and explain that (a) yes, this is a good idea in general if the bad guys are likely to have usable info but (b) not every evil minion is going to know something useful. The more immediate in-game approach is to just tell them "look guys, yes this is the 15th kobold sentry in a row you've interrogated, and NO, he doesn't know any more about the plots of the clerics running the Elemental Nodes of Evil than did the jackalwere you ran into on the road." Just cut the interrogations short. 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. [/QUOTE]
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