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<blockquote data-quote="ValhallaGH" data-source="post: 5044350" data-attributes="member: 41187"><p>But, it's cool when you vaporize 537 creatures in a murderous orgy of divine fire. They weren't bloodied because minions don't get bloodied, so no foul. Please explain that.</p><p>That's the problem with <strong>Prestidigitalis</strong>'s first suggestion, it ignores the whole minion issue. That's why I say you should be required to knock foes out; dealing with the complications of living but defeated foes is a major source of drawback and role playing difficulty. Certainly enough to balance an extra 1d6 / tier + Cha extra healing.</p><p></p><p></p><p>My preceding statement should clarify it some for you, as should the OP.</p><p></p><p>And for a strict pacifist, you're absolutely correct.</p><p>True pacifism is a very difficult road to walk, and I have nothing but respect for those (extremely rare) individuals that have the courage and strength of character to follow it no matter the circumstances. I'm not speaking of cowards that run but of courageous individuals that refuse to use violence but also refuse to back down from bullies and criminals.</p><p>I can't do what they do, and I respect them for it. I also think they're crazy, but it's a kind of crazy the world would probably benefit from more of.</p><p></p><p>The thing is, a strict pacifist shouldn't be an adventurer. They probably shouldn't even associate with adventurers.</p><p>Now, a loose pacifist or even a technical pacifist (the posers) could easily associate with adventurers, or even be an adventurer. I made such a character as a failed Jedi in a Saga game, and he worked out really well*; he deplored killing as a tragic destruction of a Force creature and avoided it as much as he could, to the point of wanting to dissociate himself from killers (including 3 new PCs), though he was responsible for a few deaths himself (7 over 13 levels); that didn't stop him from doing combat and doing it well.</p><p>As such, I'm cool with the concept this feat stems from but the execution is flawed. One of those instances of the mechanics not representing the flavor text, which is simply poor rules design (not insurmountable, simply poor).</p><p></p><p>*<span style="font-size: 9px">He used blasters on Stun and Stun grenades, until his ways redeemed a Sith Lord and got him one of the few Stun-setting light sabers in existence.</span></p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5044350, member: 41187"] But, it's cool when you vaporize 537 creatures in a murderous orgy of divine fire. They weren't bloodied because minions don't get bloodied, so no foul. Please explain that. That's the problem with [B]Prestidigitalis[/B]'s first suggestion, it ignores the whole minion issue. That's why I say you should be required to knock foes out; dealing with the complications of living but defeated foes is a major source of drawback and role playing difficulty. Certainly enough to balance an extra 1d6 / tier + Cha extra healing. My preceding statement should clarify it some for you, as should the OP. And for a strict pacifist, you're absolutely correct. True pacifism is a very difficult road to walk, and I have nothing but respect for those (extremely rare) individuals that have the courage and strength of character to follow it no matter the circumstances. I'm not speaking of cowards that run but of courageous individuals that refuse to use violence but also refuse to back down from bullies and criminals. I can't do what they do, and I respect them for it. I also think they're crazy, but it's a kind of crazy the world would probably benefit from more of. The thing is, a strict pacifist shouldn't be an adventurer. They probably shouldn't even associate with adventurers. Now, a loose pacifist or even a technical pacifist (the posers) could easily associate with adventurers, or even be an adventurer. I made such a character as a failed Jedi in a Saga game, and he worked out really well*; he deplored killing as a tragic destruction of a Force creature and avoided it as much as he could, to the point of wanting to dissociate himself from killers (including 3 new PCs), though he was responsible for a few deaths himself (7 over 13 levels); that didn't stop him from doing combat and doing it well. As such, I'm cool with the concept this feat stems from but the execution is flawed. One of those instances of the mechanics not representing the flavor text, which is simply poor rules design (not insurmountable, simply poor). *[size=1]He used blasters on Stun and Stun grenades, until his ways redeemed a Sith Lord and got him one of the few Stun-setting light sabers in existence.[/size] [/QUOTE]
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