Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Other incentives not to kill things
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="weem" data-source="post: 5144299" data-attributes="member: 9470"><p>As mentioned regarding pulling out XP as a reward for combat, and using Inherent Bonuses, this is a really cool thing that goes a long way towards calming the urge to kill everything...</p><p></p><p>...and having the right players helps a lot too (if not more than anything).</p><p></p><p>In my current campaign (my second 4e campaign, 10 games in now) I level the group when I feel like it's time, and we use inherent bonuses. On top of that...</p><p></p><p>1) I mix things up... some bad guys give up mid fight - it's just not worth it to them - but the rest continue. It adds a bit of chaos to the fight... does he want me to think he gave up so he can get behind me, or is he really giving up.</p><p></p><p>2) I reward the players for letting an enemy go, or letting them surrender - not every time, but it happens. I had a young man (who was part of a group the PC's were fighting) give up mid fight. The fight continued all around him and the PC's let him stay there on the floor, huddled down. After the fight, they questioned him and let him go. Two game sessions later, they are being hunted by a clan of thieves/thugs/etc so they hid in wagons belonging to an entertainment troupe who is leaving town. The men search the wagons... and one of them discovers the PC's... but it's the young man who they let go a few days before... the young man signals to his pals that the wagon is clear and moves on, effectively saving them in return. Good stuff.</p><p></p><p>3) I turn the tables on them - One example: I ran a game in my last campaign (again, 4e) where they had to work their way up an old, decrepit tower that belonged to a man who led a group of bandits. The tower was filled with all kinds of shady people, but there was no real organization. The tower was mostly used as a hangout for drug/alcohol abuse, gambling, etc.</p><p></p><p>The players needed to not draw attention to themselves so they worked their way up slowly - room by room - pretending to be drunk sometimes, other times having to knock some peoples heads together but stealth was key. When they reached the top, and the leaders room (where they were to snag an amulet from him) they were caught... the room slowly filled with his men as he entered. They were surrounded.</p><p></p><p>Expecting a fight, they prepared to roll init when the leader of the group spoke to them asking them what they were doing here. They told him the truth. So he GIVES them the amulet... "and you know what... take these as well" and proceeds to give them a bunch of his belongings (a treasure parcel basically). He then tells his men (who now want to kill the PC's and are saying as much) "No no, we are going to let them have this treasure... not only that, but they are now going to leave here, and no harm is to come to them... but they, in turn, will tell their people that they killed me in the process" - and so they walked out without a fight and instead had a cool RP encounter there with them.</p><p></p><p>This kind of sets the tone I think too - after this encounter, there was more consideration for those who gave up in combat - they also thought more about ways to avoid combat.</p><p></p><p></p><p>With all that said, I go back to the players as was also mentioned above. I hand selected mine for what I knew would be a combat-lite (for 4e standards) campaign. They knew up front that 1) combat will be tough 2) PC death is not something that bothers me as long as i feel the combats are MOSTLY balanced (leaning towards tough as I mentioned) - in other words, watch your ass because i wont pull punches and i roll out in front of everyone, and 3) there might be multiple games without combat. Knowing those up front helps.</p><p></p><p></p><p>Anyway, just some quick thoughts on my way to bed - sorry for the length <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="weem, post: 5144299, member: 9470"] As mentioned regarding pulling out XP as a reward for combat, and using Inherent Bonuses, this is a really cool thing that goes a long way towards calming the urge to kill everything... ...and having the right players helps a lot too (if not more than anything). In my current campaign (my second 4e campaign, 10 games in now) I level the group when I feel like it's time, and we use inherent bonuses. On top of that... 1) I mix things up... some bad guys give up mid fight - it's just not worth it to them - but the rest continue. It adds a bit of chaos to the fight... does he want me to think he gave up so he can get behind me, or is he really giving up. 2) I reward the players for letting an enemy go, or letting them surrender - not every time, but it happens. I had a young man (who was part of a group the PC's were fighting) give up mid fight. The fight continued all around him and the PC's let him stay there on the floor, huddled down. After the fight, they questioned him and let him go. Two game sessions later, they are being hunted by a clan of thieves/thugs/etc so they hid in wagons belonging to an entertainment troupe who is leaving town. The men search the wagons... and one of them discovers the PC's... but it's the young man who they let go a few days before... the young man signals to his pals that the wagon is clear and moves on, effectively saving them in return. Good stuff. 3) I turn the tables on them - One example: I ran a game in my last campaign (again, 4e) where they had to work their way up an old, decrepit tower that belonged to a man who led a group of bandits. The tower was filled with all kinds of shady people, but there was no real organization. The tower was mostly used as a hangout for drug/alcohol abuse, gambling, etc. The players needed to not draw attention to themselves so they worked their way up slowly - room by room - pretending to be drunk sometimes, other times having to knock some peoples heads together but stealth was key. When they reached the top, and the leaders room (where they were to snag an amulet from him) they were caught... the room slowly filled with his men as he entered. They were surrounded. Expecting a fight, they prepared to roll init when the leader of the group spoke to them asking them what they were doing here. They told him the truth. So he GIVES them the amulet... "and you know what... take these as well" and proceeds to give them a bunch of his belongings (a treasure parcel basically). He then tells his men (who now want to kill the PC's and are saying as much) "No no, we are going to let them have this treasure... not only that, but they are now going to leave here, and no harm is to come to them... but they, in turn, will tell their people that they killed me in the process" - and so they walked out without a fight and instead had a cool RP encounter there with them. This kind of sets the tone I think too - after this encounter, there was more consideration for those who gave up in combat - they also thought more about ways to avoid combat. With all that said, I go back to the players as was also mentioned above. I hand selected mine for what I knew would be a combat-lite (for 4e standards) campaign. They knew up front that 1) combat will be tough 2) PC death is not something that bothers me as long as i feel the combats are MOSTLY balanced (leaning towards tough as I mentioned) - in other words, watch your ass because i wont pull punches and i roll out in front of everyone, and 3) there might be multiple games without combat. Knowing those up front helps. Anyway, just some quick thoughts on my way to bed - sorry for the length :p [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Other incentives not to kill things
Top