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Post by dm_mainprize on Apr 2, 2015 14:46:57 GMT
So after I returned from vacation I got a jury summons and spent a week and a half sitting on a jury. This led me to want to ask you guys, how do you handle law, crime, punishment in your worlds, do people go straight to jail, is there a law or court process? could you/ would you frame a campaign around something like this?
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Samuel Wise
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Post by Samuel Wise on Apr 2, 2015 15:13:39 GMT
In Älmara there is a wandering Hermit called Isaiah. Every century a new Isaiah is chosen by the previous Isaiah. This Isaiah is practically the law of the land. Isaiah always seems to appear when there is a major crime or punishment that needs to be disputed. He acts as judge, defender, prosecutor, Sheriff, and executioner whenever he appears. The mayor/King acts as jury. On more minor cases the King or Mayor sorts things out. This might seem corrupt, if you didn't know how mayors or Kings are chosen in Älmara (which leaves no room for evil or impurity). For me it would be pretty easy to frame an entire campaign around an Isaiah (or, here's an idea, a rogue Isaiah). Edit: In Feltacia, the sort of anti-Älmara, there is absolutely no justice system at all.
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Post by friartook on Apr 2, 2015 15:29:20 GMT
I haven't done much with this, but I have been toying with a Paladin path related to this idea.
These Paladins would be like traveling barristers or judges. In my concept, they arise in a time of many small kingdoms all in conflict, all with different laws, mores, and punishments. These judges form a society to bring a common justice to the people and to work for the greater good (the idea is inspired by the Amyr from the Kingkiller Chronicles books).
They would start small; first only bringing justice to small villages, the common folk. They would settle disputes fairly, seek criminals or trouble makers, and generally bring justice to places that the powerful nobles ignore. Over time, they would gain power and eventually even the nobles of many kingdoms would come to fear their justice. They consider themselves above the law and above the order of any kingdom; they seek true justice.
I would write a rigid code of justice for this order, with guidelines for punishment. I was thinking of adding a schism in the ranks; some see their purpose as enforcing the code, other seek to enforce an idea of "the greater good", with the code being a guide for behavior and punishment.
Anyway, doesn't answer your question, but its an idea I've had along these lines that I'm rather fond of.
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Post by DMC on Apr 2, 2015 16:38:25 GMT
I have everything from a court system, to a Mad Max Thunderdome type, to Gladiators, to a Running Man style system.
Depends on the kingdom/region of my world.
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Deleted
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Post by Deleted on Apr 2, 2015 17:24:12 GMT
I haven't put a lot of thought into the legal system for my setting, so when matters of crime and punishment comes up, I just fall back on medieval/fantasy tropes in film and books. One of the exceptions is for crimes involving magic. A "mage guild" in my setting is responsible for many functions of the judiciary body in one nation. They are primarily concerned with crimes involving magic users, but occasionally oversee a difficult mundane trial. One of the departments in the guild also acts as a spy (foreign and domestic) and law enforcement agency, as well, though they are tasked only with magic-related goals. Punishment may include incarceration and/or shattering the Drigen (analog to third eye), which is a sort of spiritual lobotomy. Execution is almost guaranteed if magic was used to murder someone.
The god of justice also has a roaming cult of paladins and clerics who travel from city to city. They are generally well received by heads of state, though local law enforcement sometimes resents their presence (kind of like the FBI taking over a sheriff's office), and many commoners worry they'll get snatched up for petty crimes from their pasts. However, the cult deals almost exclusively with major crimes and criminals. That said, if they bear witness to a lesser crime, they may very well take the time to correct it.
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Post by DMC on Apr 2, 2015 20:38:12 GMT
With the Cleric's ability to cast "Zone of Truth" on people, most civilized lands that have a Cleric use the fairly common method of this simple task.
However in 5E, ZoT works a little differently than I remember it, though I could be wrong. Did it always have a saving throw to defeat it? And was the affected creature aware of the spell before? I don't have my 3E stuff with me here.
Zone of Truth 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries o f the truth.
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Post by insightfulhedgehog on Apr 2, 2015 21:18:46 GMT
Zone of Truth Enchantment (Compulsion) [Mind-Affecting] Level: Clr 2, Pal 2 Components: V, S, DF Casting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose. www.dandwiki.com/wiki/SRD:Zone_of_TruthThis is what I found on the subject of 3.5 I'll return later with a actual response to the original post.d
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Post by insightfulhedgehog on Apr 2, 2015 22:08:01 GMT
My world is similar to a lot of peoples in that it depends on where you are at the time.
If you are in a tribe somewhere it might be a chieften or Elder decides your guilt.
If your in a human land it is likely the guards will just lock you up for the time required without giving you a real trial. If your guilt is questionable enough to a higher up they may call for a trial. Trials are also held if you are guilty of a crime that is deemed higher then a prison offense. Such as if your crime warrents execution or exile.
In the land of elves your guilt is always decided via trial. The jury is made up of 6 appointed individuals. These individuals are switched out for others if there is some kind of conflict of intrest. Guilt is decided by a vote of 5 or 6. If the crime is major your jury consists of the king and the high council.
The Dwarves are a bit different. If your offense is minor younare taken before the leader of your clan and he decides your punishment or guilt. If your crime is of national or major significance you sre brought before the king who decides your fate.
I'm just came up with this all as I wrote it in... i should probablly write this all down somewhere...
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Post by joatmoniac on Apr 2, 2015 23:47:48 GMT
I lean towards Nevvur's method, in that, I use the traditional medieval style. If anything I think I might avoid it so as to not let it clog things up, but don't know that that is the right way to go about it. I think implementing something along the lines of our system in the US could be very interesting. Imagine if a PC skipped out on their jury duty and were then hunted to be brought to jail. You could even use the idea that the judicial system and juries are merely the illusion of choice, and the person "in charge" just decides however they want regardless of the jury. The PCs could simply try and run, or change things on a grander scale.
Overall using a crime/punishment system could do very well as a session or campaign basis. So many different methods are i use and have been used throughout history, and could very easily be turned into some awesome inspiration for role playing. Especially if it splits the party in some way.
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Tinzien
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Post by Tinzien on Apr 15, 2015 12:36:41 GMT
I had one campaign where the party was so mobile that they never got (or were aware of..... muahahaha) letters from the tax collector that they owed money on all the loot they were hauling in. By the end of the campaign they had defeated The Big Bad but when they went to collect the reward for saving the kingdom they instead found out that they were wanted enemies of the kingdom!
Remember, spontaneous party escape attempts from the center of a large city can be great fun [to the DM]. #thumbsup
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Samuel Wise
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Posts: 989
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Post by Samuel Wise on Apr 15, 2015 14:54:40 GMT
I had one campaign where the party was so mobile that they never got (or were aware of..... muahahaha) letters from the tax collector that they owed money on all the loot they were hauling in. I have never even thought of putting tax in a game. That actually is a great idea! I bet your players weren't to happy!
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Post by DMC on Apr 15, 2015 15:47:44 GMT
I had one campaign where the party was so mobile that they never got (or were aware of..... muahahaha) letters from the tax collector that they owed money on all the loot they were hauling in. By the end of the campaign they had defeated The Big Bad but when they went to collect the reward for saving the kingdom they instead found out that they were wanted enemies of the kingdom! Remember, spontaneous party escape attempts from the center of a large city can be great fun [to the DM]. #thumbsup That is frakkin' BRILLIANT! Well done!
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Post by joatmoniac on Apr 15, 2015 16:58:33 GMT
I really like the taxation idea. There are a lot of ways that that could be justifiably implemented. It could be as simple as the nation, state, county, city having taxes on adventurers because of the surplus of adventuring areas available to that region. Or the church could be asking for tithe from everyone in the area they consider their patronage. The varied group of people you could send after the party is great to think about too. Inquisitors from the church indiscriminately hunting them down. Bounty hunters from a mercenary state that will get money one way or another regardless of anything the PCs do. The idea I like more is putting them into the moral situation of good just doing their job, and what they are willing to do to get out of it, or just accept it. Too much fun. Great idea Tinzien!
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Tinzien
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Favorite D&D Class: Rogue
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Post by Tinzien on Apr 17, 2015 15:11:31 GMT
I had one campaign where the party was so mobile that they never got (or were aware of..... muahahaha) letters from the tax collector that they owed money on all the loot they were hauling in. I have never even thought of putting tax in a game. That actually is a great idea! I bet your players weren't to happy! Or the time their treasure vault in the keep they had lovingly built got so heavy from the loot that it fell into a massive sinkhole. On the plus side the plummeting vault did kill a number of Drow that had been tunneling up to invade the keep in revenge for something that happened in the past. On the bad side it did not kill the remaining 90% of the invading drow. *Shuffles papers, news at 11.*
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Post by joatmoniac on Apr 17, 2015 18:25:41 GMT
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