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Violence and D&D: Is "Murderhobo" Essential to D&D?
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<blockquote data-quote="Lanefan" data-source="post: 8021957" data-attributes="member: 29398"><p>This is important, yes. I try to do likewise. However...</p><p></p><p>...their 'creative approach' eventually came to revolve around attempts to double-dip: gain xp for a non-combat solution to an encounter and then try to gain xp again for encountering the same creatures a second time and this time killing them off.</p><p></p><p>So I have to be careful. If I-as-DM know for sure there's no chance of a second encounter then I'll gladly give xp for a non-combat solution. But if I see a chance (or know for sure) there'll be a second encounter I have to wait on it; in that as far as possible I only like to give xp for any given encounter once.</p><p></p><p>Simplistic example: if a group of gate guards are worth 96 xp in total, talking or sneaking your way past them will (or should, if I'm paying attention) get you the same 96 xp you'd have got for killing them. Coming back and killing them later doesn't get you another 96, yet the players will argue that it should; as far as I'm concerned the most xp those guards have in them is 96.</p><p></p><p>Ditto.</p><p></p><p>Problem is, some players get bored real fast in sessions that revolve solely around exploration and-or social interaction. Also, some players who might not necessarily get bored sometimes play characters who will (this would be me).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8021957, member: 29398"] This is important, yes. I try to do likewise. However... ...their 'creative approach' eventually came to revolve around attempts to double-dip: gain xp for a non-combat solution to an encounter and then try to gain xp again for encountering the same creatures a second time and this time killing them off. So I have to be careful. If I-as-DM know for sure there's no chance of a second encounter then I'll gladly give xp for a non-combat solution. But if I see a chance (or know for sure) there'll be a second encounter I have to wait on it; in that as far as possible I only like to give xp for any given encounter once. Simplistic example: if a group of gate guards are worth 96 xp in total, talking or sneaking your way past them will (or should, if I'm paying attention) get you the same 96 xp you'd have got for killing them. Coming back and killing them later doesn't get you another 96, yet the players will argue that it should; as far as I'm concerned the most xp those guards have in them is 96. Ditto. Problem is, some players get bored real fast in sessions that revolve solely around exploration and-or social interaction. Also, some players who might not necessarily get bored sometimes play characters who will (this would be me). [/QUOTE]
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Violence and D&D: Is "Murderhobo" Essential to D&D?
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