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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: 8020899" data-attributes="member: 6993955"><p>Yup, logistics is a problem. My preference would be to 'drive the bandits off'. That seems like the genre appropriate answer to me (for a good party). Try not to kill anyone if you can help it, but save the caravan and then move on. I think in order for the game to function you have to assume a more tolerant view of casual violence, not wanton killing mind, but violence. If you regularly run into bandits, you need to be able to deal with bandits, and that is going to involve violence of some kind. I also think it's ... something ... to not have bandits because there's some potential moral grey area involved. You could just use undead or demons every time, but that's not my preferred answer, because it's not genre appropriate, not logical, and, I'll just say it, kinda silly. YMMV, of course. You can attain something beyond murderhobo without having to replace every potential foe with an unredeemable evil.</p><p></p><p>It does help to have what I'll call narrative markers. If part of the initial description is a member of the caravan dying to a bandit sword, then you have some concrete proof that that isn't some kind of Robin Hood thing, and you can switch the violent response button on without worrying too much about it. Something else that helps is if the DM is using something in the way of reasonable morale rules. If the bandits break off their attack after a wounding or casualty or two and flee into the woods, then the party won't have to worry about whether to kill them all. I also tend to be <em>very</em> permissive with non-lethal damage. If the players aren't taking a penalty to try and subdue instead of kill they might consider it more often. For the same reason, I have a very liberal view of being able to use sneak attack and things like garrotes and clubs to subdue rather than kill.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8020899, member: 6993955"] Yup, logistics is a problem. My preference would be to 'drive the bandits off'. That seems like the genre appropriate answer to me (for a good party). Try not to kill anyone if you can help it, but save the caravan and then move on. I think in order for the game to function you have to assume a more tolerant view of casual violence, not wanton killing mind, but violence. If you regularly run into bandits, you need to be able to deal with bandits, and that is going to involve violence of some kind. I also think it's ... something ... to not have bandits because there's some potential moral grey area involved. You could just use undead or demons every time, but that's not my preferred answer, because it's not genre appropriate, not logical, and, I'll just say it, kinda silly. YMMV, of course. You can attain something beyond murderhobo without having to replace every potential foe with an unredeemable evil. It does help to have what I'll call narrative markers. If part of the initial description is a member of the caravan dying to a bandit sword, then you have some concrete proof that that isn't some kind of Robin Hood thing, and you can switch the violent response button on without worrying too much about it. Something else that helps is if the DM is using something in the way of reasonable morale rules. If the bandits break off their attack after a wounding or casualty or two and flee into the woods, then the party won't have to worry about whether to kill them all. I also tend to be [I]very[/I] permissive with non-lethal damage. If the players aren't taking a penalty to try and subdue instead of kill they might consider it more often. For the same reason, I have a very liberal view of being able to use sneak attack and things like garrotes and clubs to subdue rather than kill. [/QUOTE]
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