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Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs
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<blockquote data-quote="The Crimson Binome" data-source="post: 7756276" data-attributes="member: 6775031"><p>Good-aligned characters might feel obligated to capture enemies who surrender, and then spend an hour deciding what to do with them instead of just moving on with things. Nothing slows a party down quite like a wagon-train full of prisoners to care for. If the party does need to interrogate someone, they always have the option of taking someone alive if they need to, but having the enemies surrender can force them into that situation even when they don't want to. It can get to the point where the only reasonable solution is to not be a good person.</p><p></p><p>Less-good characters may feel obligated to chase down anyone who flees, out of the very real fear that one escaped minion could put the entire dungeon on high alert. It's the same reason why you can't just release someone who surrenders - it's a massive security hole in your operation. Chase sequences can also take a lot of time to resolve, though, especially compared to a single round of combat.</p><p>While it might make for an interesting narrative element, you've just sidelined one or more players for a significant period of time. Unless you're meta-game contriving an excuse because the player is going to miss the next session, splitting the party is a sure recipe for someone to become bored.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7756276, member: 6775031"] Good-aligned characters might feel obligated to capture enemies who surrender, and then spend an hour deciding what to do with them instead of just moving on with things. Nothing slows a party down quite like a wagon-train full of prisoners to care for. If the party does need to interrogate someone, they always have the option of taking someone alive if they need to, but having the enemies surrender can force them into that situation even when they don't want to. It can get to the point where the only reasonable solution is to not be a good person. Less-good characters may feel obligated to chase down anyone who flees, out of the very real fear that one escaped minion could put the entire dungeon on high alert. It's the same reason why you can't just release someone who surrenders - it's a massive security hole in your operation. Chase sequences can also take a lot of time to resolve, though, especially compared to a single round of combat. While it might make for an interesting narrative element, you've just sidelined one or more players for a significant period of time. Unless you're meta-game contriving an excuse because the player is going to miss the next session, splitting the party is a sure recipe for someone to become bored. [/QUOTE]
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Tink-Tink-Boom vs. the Death Spiral: The Damage Mechanic in RPGs
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