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<blockquote data-quote="kalani" data-source="post: 6861115" data-attributes="member: 88085"><p>Rather than my wall of text (above), here is a summary of my advice.</p><p></p><p><strong>Encourage the pacifist character/player to participate in combat in non-violent ways:</strong> Take up a defensive position in a tactically important location and <strong>Dodge</strong>; <strong>Help</strong> the DPR characters by granting them advantage on an important attack; Split the enemies focus, and play keep-away with those enemies that are focused on you (esp. if you have high mobility, which a rogue and/or monk does); negate attacks with spells/abilities (Portent, Lucky, Protection style, hypnotic pattern, shield, etc); etc.</p><p></p><p><strong>Encourage the other PCs to ALSO seek nonviolent solutions to encounters:</strong> You award XP for overcoming an encounter - it doesn't always have to be combat. A 5min roleplaying session in which you engage in meaningful dialogue mixed with a variety of diplomacy/insight/deception checks and possibly other checks can overcome an encounter just as easily as combat. The DM should then award partial (or full) XP based on the amount of effort and risk that occurred in overcoming the encounter.</p><p></p><p>Then, if the same encounter later turns violent (in a different session), you can award the remaining XP for the encounter (if any; they can't double-dip). </p><p></p><p><strong>For Example:</strong> The party decides to sneak through a dungeon. If there are multiple paths, the party should not be awarded XP for encounters they bypass for choosing a different path. If OTOH, the party must sneak past a particular guard post using a combination of stealth, distractions, timing, etc - full Xp can be awarded. If the guards are distracted, partial XP might be more appropriate. If even a single failed stealth check would result in all the enemies becoming alerted (such as an alarm being raised), I would award full XP each time. If the alarm happens to be raised, any encounters they bypassed (and gained full Xp for in a previous session) would not earn XP in the current session, but they would still need to fight them.</p><p></p><p>At one point, they come upon an alert guard who doesn't immediately raise the alarm. He questions the PCs, and allows a dialogue to occur. The party could attack him (in which case he would trigger the alarm), or they might instead try to Bluff / Bribe / negotiate with the enemy in order to keep them silent. This is dramatic, and heightens tension as they have been caught, but the alarm has yet to be raised.</p></blockquote><p></p>
[QUOTE="kalani, post: 6861115, member: 88085"] Rather than my wall of text (above), here is a summary of my advice. [B]Encourage the pacifist character/player to participate in combat in non-violent ways:[/B] Take up a defensive position in a tactically important location and [B]Dodge[/B]; [B]Help[/B] the DPR characters by granting them advantage on an important attack; Split the enemies focus, and play keep-away with those enemies that are focused on you (esp. if you have high mobility, which a rogue and/or monk does); negate attacks with spells/abilities (Portent, Lucky, Protection style, hypnotic pattern, shield, etc); etc. [B]Encourage the other PCs to ALSO seek nonviolent solutions to encounters:[/B] You award XP for overcoming an encounter - it doesn't always have to be combat. A 5min roleplaying session in which you engage in meaningful dialogue mixed with a variety of diplomacy/insight/deception checks and possibly other checks can overcome an encounter just as easily as combat. The DM should then award partial (or full) XP based on the amount of effort and risk that occurred in overcoming the encounter. Then, if the same encounter later turns violent (in a different session), you can award the remaining XP for the encounter (if any; they can't double-dip). [B]For Example:[/B] The party decides to sneak through a dungeon. If there are multiple paths, the party should not be awarded XP for encounters they bypass for choosing a different path. If OTOH, the party must sneak past a particular guard post using a combination of stealth, distractions, timing, etc - full Xp can be awarded. If the guards are distracted, partial XP might be more appropriate. If even a single failed stealth check would result in all the enemies becoming alerted (such as an alarm being raised), I would award full XP each time. If the alarm happens to be raised, any encounters they bypassed (and gained full Xp for in a previous session) would not earn XP in the current session, but they would still need to fight them. At one point, they come upon an alert guard who doesn't immediately raise the alarm. He questions the PCs, and allows a dialogue to occur. The party could attack him (in which case he would trigger the alarm), or they might instead try to Bluff / Bribe / negotiate with the enemy in order to keep them silent. This is dramatic, and heightens tension as they have been caught, but the alarm has yet to be raised. [/QUOTE]
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