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Author Topic: Solving problems without killing  (Read 1774 times)

Egan_BW

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Re: Solving problems without killing
« Reply #15 on: August 05, 2018, 07:13:00 pm »

There should almost always be a way to deal with your problems other than stabbing them. But I'd say that it shouldn't be something based on a single roll where you basically just say "please stop attacking me!" and it works because you're just so gosh-darn charismatic.
Magic could play nicely into this, of course. Whether using your arcane knowledge to remove someone's curse and return them to regular society, or just binding all the bandits to never steal from the nearest city, forcing them to move on and be someone else's problem.
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I would starve tomorrow if I could eat the world today.

Miles_Umbrae

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Re: Solving problems without killing
« Reply #16 on: August 05, 2018, 09:04:54 pm »

The inquisitor might renounce their faith, but there will still be people with swords who will kill him if he doesn't deal with prisoners correctly. He's one of thousands trapped in a system built upon violence, and you can't argue with the people controlling that system, because their thousands of terrified underlings would kill you first.

You're right though, implementing more non-lethal resolutions would enrich the game, if the argument system was fairly in-depth. I'm just scared of a "roll to seduce" type button, I suppose.
Yeah, don't really want a "YES!! I made a successful charisma-check roll and now this entire tribe of ruthless murderers have become pacifists for life!"
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GoblinCookie

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Re: Solving problems without killing
« Reply #17 on: August 10, 2018, 05:30:02 am »

There should almost always be a way to deal with your problems other than stabbing them. But I'd say that it shouldn't be something based on a single roll where you basically just say "please stop attacking me!" and it works because you're just so gosh-darn charismatic.
Magic could play nicely into this, of course. Whether using your arcane knowledge to remove someone's curse and return them to regular society, or just binding all the bandits to never steal from the nearest city, forcing them to move on and be someone else's problem.

Maybe a half-measure is needed here.  As in you persuade them to give you better conditions, without actually releasing you?
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