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Not Wanting to Kill Characters
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<blockquote data-quote="Griffith Dragonlake" data-source="post: 2954658" data-attributes="member: 40379"><p><strong>Consider eliminating critical hits</strong></p><p></p><p>You might want to consider eliminating critical hits. The DMG pointed out that the random nature of critical hits hurts the PCs more than the NPCs since the PCs are “on stage” for more time than any monster or NPC.</p><p></p><p>Now I've always been the kind of GM who lets the dice fall where they may and even roll the dice in front of the players. However, in 3e critical hits are much more dangerous and can take a PC down faster than in previous editions. So I've been thinking about it….</p><p></p><p>Also remember that most opponents won't fight to the death unless cornered. If you decide to keep critical hits, consider having your opponents flee after the first critical hit. For example, whenever a mook receives a critical hit, they flee. Once more than half of the mooks have died and/or fled, the remaining flee. When all the mooks flee then their commanders will flee also. This also sets up recurring villains.</p><p></p><p>Non-lethal damage. Perhaps the opponents would rather capture the PCs and sell them into slavery than kill them? Or ransom them back to the noble families, temples, etc. for big bucks. Consider the motivation of the opponents. Are they driven to riches or bloodlust? Or maybe they're just hungry. In the last example, they might want to save the PC for a snack later. By knocking out the PCs you at least give them a chance to escape later on. Much better than just dying in combat. Even if they're sold into slavery and stripped of all their belongings there is still a chance of escape so long as they don't lose hope. And what a story! They could stage a slave revolt, bribe the guards, et cetera et cetera.</p></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 2954658, member: 40379"] [b]Consider eliminating critical hits[/b] You might want to consider eliminating critical hits. The DMG pointed out that the random nature of critical hits hurts the PCs more than the NPCs since the PCs are “on stage” for more time than any monster or NPC. Now I've always been the kind of GM who lets the dice fall where they may and even roll the dice in front of the players. However, in 3e critical hits are much more dangerous and can take a PC down faster than in previous editions. So I've been thinking about it…. Also remember that most opponents won't fight to the death unless cornered. If you decide to keep critical hits, consider having your opponents flee after the first critical hit. For example, whenever a mook receives a critical hit, they flee. Once more than half of the mooks have died and/or fled, the remaining flee. When all the mooks flee then their commanders will flee also. This also sets up recurring villains. Non-lethal damage. Perhaps the opponents would rather capture the PCs and sell them into slavery than kill them? Or ransom them back to the noble families, temples, etc. for big bucks. Consider the motivation of the opponents. Are they driven to riches or bloodlust? Or maybe they're just hungry. In the last example, they might want to save the PC for a snack later. By knocking out the PCs you at least give them a chance to escape later on. Much better than just dying in combat. Even if they're sold into slavery and stripped of all their belongings there is still a chance of escape so long as they don't lose hope. And what a story! They could stage a slave revolt, bribe the guards, et cetera et cetera. [/QUOTE]
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