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Violence and D&D: Is "Murderhobo" Essential to D&D?
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<blockquote data-quote="Fenris-77" data-source="post: 8020069" data-attributes="member: 6993955"><p>One nexus for this discussion is probably encounter design. Personally, I don't design combat encounters, at all. I design encounters that have goals, and one of the ways to accomplish those goals, sometimes, will be combat. When the goals are things like <em>get across the clearing</em>, or maybe <em>to escape before the gate closes</em>, or pretty regularly <em>get the shiny thing whilst avoiding the many guardians</em>, then the encounter will have options and handholds to support several solution types - many kinds of actions are possible. When the encounter is <em>kill the orcs</em>, then what you get is dead orcs. </p><p></p><p>Another nexus for discussion is the CR system. When the players know that the encounters are balanced for their ability then the stakes for choosing combat as your resolution tool are pretty low. If your game doesn't use CR, and the players are actually supposed to think hard about whether or not the beast in the cave is going to eat their lunch with ease, then players tend to look harder and longer at non-combat options.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8020069, member: 6993955"] One nexus for this discussion is probably encounter design. Personally, I don't design combat encounters, at all. I design encounters that have goals, and one of the ways to accomplish those goals, sometimes, will be combat. When the goals are things like [I]get across the clearing[/I], or maybe [I]to escape before the gate closes[/I], or pretty regularly [I]get the shiny thing whilst avoiding the many guardians[/I], then the encounter will have options and handholds to support several solution types - many kinds of actions are possible. When the encounter is [I]kill the orcs[/I], then what you get is dead orcs. Another nexus for discussion is the CR system. When the players know that the encounters are balanced for their ability then the stakes for choosing combat as your resolution tool are pretty low. If your game doesn't use CR, and the players are actually supposed to think hard about whether or not the beast in the cave is going to eat their lunch with ease, then players tend to look harder and longer at non-combat options. [/QUOTE]
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Violence and D&D: Is "Murderhobo" Essential to D&D?
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