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Violence and D&D: Is "Murderhobo" Essential to D&D?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8020109" data-attributes="member: 30438"><p>The ability to decide to perform a nonlethal take-down once the opponent hits 0 is a great change in 5e (and far more elegant than prior stuff like subdual damage), though I do question limiting it to melee attacks. Surely an archer can pin a foe to the wall instead by the clothes, or that ray of frost chill them into unconsciousness, though I get that there probably isn't a non-lethal fireball.</p><p></p><p>However, I think a part of the preference for 0 = dead is that it makes it easier on the DM - they don't have to RP a dozen hostages, don't have to have the game get sidetracked while the PCs decide what to do with them, then go do it.</p><p></p><p></p><p></p><p>It took playing the game with my uncle for me to decide never to play it again. He played it like a robber baron, making deals then breaking them as soon as it was more profitable. Can't say that wasn't an eye-opener. That was the last time my family ever broke Monopoly out at a gathering.</p><p></p><p></p><p></p><p>I've also found that changing to ACP rather than XP dramatically changes the tone of the game. When RP is equally valued as combat for purposes of advancement, that changes things. Yes, there are people that still like combat. I enjoy combat. But your advancement is no longer tied to how much murdering and violence you do, nor how much coin you acquire (in past editions).</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8020109, member: 30438"] The ability to decide to perform a nonlethal take-down once the opponent hits 0 is a great change in 5e (and far more elegant than prior stuff like subdual damage), though I do question limiting it to melee attacks. Surely an archer can pin a foe to the wall instead by the clothes, or that ray of frost chill them into unconsciousness, though I get that there probably isn't a non-lethal fireball. However, I think a part of the preference for 0 = dead is that it makes it easier on the DM - they don't have to RP a dozen hostages, don't have to have the game get sidetracked while the PCs decide what to do with them, then go do it. It took playing the game with my uncle for me to decide never to play it again. He played it like a robber baron, making deals then breaking them as soon as it was more profitable. Can't say that wasn't an eye-opener. That was the last time my family ever broke Monopoly out at a gathering. I've also found that changing to ACP rather than XP dramatically changes the tone of the game. When RP is equally valued as combat for purposes of advancement, that changes things. Yes, there are people that still like combat. I enjoy combat. But your advancement is no longer tied to how much murdering and violence you do, nor how much coin you acquire (in past editions). [/QUOTE]
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Violence and D&D: Is "Murderhobo" Essential to D&D?
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