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<blockquote data-quote="doctorbadwolf" data-source="post: 7066776" data-attributes="member: 6704184"><p>Most of that depends on the specific character. </p><p></p><p>Ive played a Monk that was a lot like this subclass in theme, and I've DMed for an Avenger/Assassin whose backstory was having been brought to an epiphany by a mark who became her mentor, and she sought to atone for her "sins" by helping others find a better path. </p><p></p><p>In both cases, trying to stop other PCs from killing people wasn't an issue. </p><p></p><p>Firstly, we don't do the murder hobo thing, as a group. It's super weird to us, and I wouldn't believe it was even a normal/common thing if so many people didn't insist to me that it is. </p><p></p><p>Second, I have no idea what you're talking about with the PTSD part of the post? In a game with less bloodshed, why would you assume there is a lot of carnage? That seems contradictory, to me. </p><p></p><p>We don't solve every problem by killing people. We rarely shoot first, and when we do it's when it's clear there isn't another option. </p><p></p><p>We just....don't kill most of the people we fight? We don't assume that 0hp = dead, and we don't kill people that surrender. We treat their wounds if necessary and leave them or send them in the direction of the nearest temple, or lock them up in their own hideout/whatever and send for proper authorities. In adventures that aren't in civilization (most of our are, in the end), we just tuck them away somehwere safe and leave. </p><p></p><p>Because they are not in any shape to sneak up behind us and try to kill us again. It's pretty simple. </p><p></p><p>And the redemption guys make it simpler, bc they tend to have the skills to convince enemies to go home and rethink their lives. </p><p></p><p>About fights per day: it's a guide line. If it doesn't fit what you want out of the game, don't use it. </p><p></p><p>Or use social and exploration challenges to fill in for most of the encounters per day</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7066776, member: 6704184"] Most of that depends on the specific character. Ive played a Monk that was a lot like this subclass in theme, and I've DMed for an Avenger/Assassin whose backstory was having been brought to an epiphany by a mark who became her mentor, and she sought to atone for her "sins" by helping others find a better path. In both cases, trying to stop other PCs from killing people wasn't an issue. Firstly, we don't do the murder hobo thing, as a group. It's super weird to us, and I wouldn't believe it was even a normal/common thing if so many people didn't insist to me that it is. Second, I have no idea what you're talking about with the PTSD part of the post? In a game with less bloodshed, why would you assume there is a lot of carnage? That seems contradictory, to me. We don't solve every problem by killing people. We rarely shoot first, and when we do it's when it's clear there isn't another option. We just....don't kill most of the people we fight? We don't assume that 0hp = dead, and we don't kill people that surrender. We treat their wounds if necessary and leave them or send them in the direction of the nearest temple, or lock them up in their own hideout/whatever and send for proper authorities. In adventures that aren't in civilization (most of our are, in the end), we just tuck them away somehwere safe and leave. Because they are not in any shape to sneak up behind us and try to kill us again. It's pretty simple. And the redemption guys make it simpler, bc they tend to have the skills to convince enemies to go home and rethink their lives. About fights per day: it's a guide line. If it doesn't fit what you want out of the game, don't use it. Or use social and exploration challenges to fill in for most of the encounters per day [/QUOTE]
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