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[[JustForFun/IThoughtItMeant And no, we don't mean rocket propeller guns, nor their use in games.]] That would be cool if the [=RPGs=] (games) have literal [[GunsOfFiction RPGs (rocket launchers)]] in them.

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[[JustForFun/IThoughtItMeant And no, we don't mean rocket propeller guns, nor their use in games.]] That would be cool if the [=RPGs=] (games) have literal [[GunsOfFiction [[UsefulNotes/GunsOfFiction RPGs (rocket launchers)]] in them.
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[[JustForFun/IThoughItMeant And no, we don't mean rocket propeller guns, nor their use in games.]]

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[[JustForFun/IThoughItMeant [[JustForFun/IThoughtItMeant And no, we don't mean rocket propeller guns, nor their use in games.]]]] That would be cool if the [=RPGs=] (games) have literal [[GunsOfFiction RPGs (rocket launchers)]] in them.
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[[JustForFun/IThoughItMeant And no, we don't mean rocket propeller guns, nor their use in games.]]
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Loads And Loads Of Characters is a redirect that should not be linked to


* ''VideoGame/EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"

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* ''VideoGame/EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] characters. To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"
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Not RP Gs, or really any genre where non-combat progression would not be the norm


* Creator/TellTaleGames tend to do this. They will feature the occasional fight but the game is mostly interactive story and roleplay.
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* ''VideoGame/{{Underrail}}'' has two gameplay options which lets you set how XP is gained: "Classic" is your standard "kill stuff for XP", while "Oddity" gives XP primarily from studying items scattered throughout the game.
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[[AC:Webcomics]]
* In ''Webcomic/ElGoonishShive'', [[AuthorAvatar Dan]] plays a MUD which awards XP for walking averting this for newbies.
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* ''VideoGame/Fallout4'' on the other hand pushes straight into "shoot first, ask vague questions when the story tells you to". Stealth becomes a lot harder to even do as you need to be at least level 38 to max out your "Sneak" perk (skill points are not in the game) and then find the rest of the stuff to actually be able to sneak around better. You can't talk your way out of boss fights as easily and some can't let you do that at all.
** Even the DLC do this: ''Nuka-World'''s good ending is solely slaughtering the entirety of the raiders that inhabit the theme park.
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* ''TabletopGame/{{Shadowrun}}'' is all about going on [[TheCaper shadowruns]], and while combat can occasionally be expected, it's hardly ''inevitable''. Karma is never awarded for killing things, only for final success in runs or during campaign milestones, and 'feel good' runs where the party fight for a good cause and end up ''not'' killing anyone pay double karma (in return for usually not paying you any money). A reason the game became the TropeNamer for ThePornomancer is that the ability to regularly toss 50+ dice at diplomacy can and will break the game; justify your rolls well enough and practically anything ''can'' become a diplomacy challenge.
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I apologize if I start an edit war.


* It's possible to go through ''VideoGame/{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind will get you a bad ending.]]

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* It's possible to go through ''VideoGame/{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind will get you a bad ending.]]]] That said, it still counts as this trope, because killing enemies and sparing them use ''exactly the same interface'', just pressing different buttons. You're still getting into fights all the time, you're just trying to accomplish different goals.
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* ''VideoGame/DiscoElysium'' has no combat system at all, and any physical encounters in-game are purely solved through skill checks in dialogue. [[spoiler:The plot eventually has a MexicanStandOff [[ButThouMust you can't avoid no matter what]], but even there your success and failure is entirely dependent on skill rolls and your earlier decisions.]]

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you don't get the genocide ending unless you actively kill as many monsters as possible; Completely Missing The Point isn't a thing anymore


* It's possible to go through ''VideoGame/{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind either nets you the Neutral end if you decide to change your tactics, or the Genocide/No Mercy end if you want to keep hacking and slashing.]]

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* It's possible to go through ''VideoGame/{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind either nets will get you the Neutral end if you decide to change your tactics, or the Genocide/No Mercy end if you want to keep hacking and slashing.a bad ending.]]



** [[CompletelyMissingThePoint What would you do with XP when you're dead?]]
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** ''VideoGame/TheNamelessMod'' wisely follows this design philosophy. In fact, ''VideoGame/DeusEx'' had five required kills (though all are commonly [[SequenceBreaking skipped by hardcore players]].) ''The Nameless Mod'' has none.
** ''VideoGame/DeusExHumanRevolution'' awards a lot more XP for sneaking around enemies unnoticed and peacefully solving the quests instead of rushing into combat all-out. Though the non-Director's Cut version does have unavoidable, full face-to-face boss fights; a stealth or non-combat character can have a hell of a time with those.
* ''{{VideoGame/Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came in the form of training sessions and biotech implants which became available one by one as you advanced in the main storyline.

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** ''VideoGame/TheNamelessMod'' wisely follows this design philosophy. In fact, ''VideoGame/DeusEx'' had has five required kills (though all are commonly [[SequenceBreaking skipped by hardcore players]].) players]]). ''The Nameless Mod'' has none.
** ''VideoGame/DeusExHumanRevolution'' awards a lot more XP for sneaking around enemies unnoticed and peacefully solving the quests instead of rushing into combat all-out. Though the non-Director's Cut non-''Director's Cut'' version does have unavoidable, full face-to-face boss fights; a stealth or non-combat character can have a hell of a time with those.
* ''{{VideoGame/Strife}}'' was is one of the first First-person Shooters first-person shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included includes [=NPCs=] that you could can talk to, as well as MultipleEndings. And even then, ability upgrades weren't aren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came story by completing the main plot missions, and they come in the form of training sessions and biotech implants which became that become available one by one as you advanced advance in the main storyline.
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* ''VideoGame/Fallout4'' on the other hand pushes straight into "shoot first, ask vague questions when the story tells you to". Stealth becomes a lot harder to even do as you need to be at least level 38 to max out your "Sneak" perk (no more skills) and then find the rest of the stuff to actually be able to sneak around better. You can't talk your way out of boss fights as easily and some can't let you do that at all.

to:

* ''VideoGame/Fallout4'' on the other hand pushes straight into "shoot first, ask vague questions when the story tells you to". Stealth becomes a lot harder to even do as you need to be at least level 38 to max out your "Sneak" perk (no more skills) (skill points are not in the game) and then find the rest of the stuff to actually be able to sneak around better. You can't talk your way out of boss fights as easily and some can't let you do that at all.

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* ''VideoGame/CallOfCthulhu2018'' Averted, and with good reason; you're a mere human with a few dozen cantrips. Your enemies are EldritchAbominations whose weakest mooks could swat you to death. When you're not dealing with humans or fishmen, the best way to 'win' an encounter is to run and hide for exp.

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* ''VideoGame/CallOfCthulhu2018'' Averted, Averted in ''VideoGame/CallOfCthulhuTheOfficialVideoGame'', and with good reason; you're a mere human with a few dozen cantrips. Your enemies are EldritchAbominations {{Eldritch Abomination}}s whose weakest mooks could swat you to death. When you're not dealing with humans or fishmen, the best way to 'win' an encounter is to run and hide for exp.


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* In ''TabletopGame/TailsOfEquestria'', while there are rules for combat, using violence to solve your problems is generally discouraged.
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* It's possible to go through ''VideoGame{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind either nets you the Neutral end if you decide to change your tactics, or the Genocide/No Mercy end if you want to keep hacking and slashing.]]

to:

* It's possible to go through ''VideoGame{{Undertale}}'' ''VideoGame/{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind either nets you the Neutral end if you decide to change your tactics, or the Genocide/No Mercy end if you want to keep hacking and slashing.]]
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None


* It's possible to go through ''{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another.

to:

* It's possible to go through ''{{Undertale}}'' ''VideoGame{{Undertale}}'' without killing ''anything''. Every monster and boss can be either fought or negated in a different manner, turning every enemy into a PuzzleBoss to one degree or another. [[spoiler:In fact, going into the game with this trope in mind either nets you the Neutral end if you decide to change your tactics, or the Genocide/No Mercy end if you want to keep hacking and slashing.]]
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** This holds true even for ''[[VideoGame/FalloutNewVegas New Vegas]]''. 10 INT and 10 CHR is just as much as a GameBreaker as carrying around 20 Epic weapons, and a good portion of the stuff you find has non-combat value.

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** This holds true even for ''[[VideoGame/FalloutNewVegas New Vegas]]''. 10 INT and 10 CHR is just as much as a GameBreaker as carrying around 20 Epic weapons, weapons and a good portion of the stuff you find has non-combat value.value. You can even avoid the majority of the non-random combats (including [[spoiler: the final boss of the main storyline]]) if your speech and barter skills are high enough.
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** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a ''[[Franchise/TheWorldOfDarkness World of Darkness]]'' game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.

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** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a ''[[Franchise/TheWorldOfDarkness World of Darkness]]'' game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane [[NonStandardGameOver and then an NPC.NPC]]. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.
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** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a ''Franchise/WorldOfDarkness'' game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.

to:

** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a ''Franchise/WorldOfDarkness'' ''[[Franchise/TheWorldOfDarkness World of Darkness]]'' game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.
Is there an issue? Send a MessageReason:
None


** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a WorldOfDarkness game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.

to:

** Making pure combat viable involves a lot of house rules and removing a lot of mechanics (meaning such games are more a custom homebrew than a WorldOfDarkness ''Franchise/WorldOfDarkness'' game). In the rules-as-written game it's not really possible, because serial murder is the second worst sin on the morality scale and your character will quickly become insane and then an NPC. Even just intentionally using violence as a problem-solving tool will drop you fairly low and drive you insane fairly quickly.
Is there an issue? Send a MessageReason:
None


* ''{{Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came in the form of training sessions and biotech implants which became available one by one as you advanced in the main storyline.

to:

* ''{{Strife}}'' ''{{VideoGame/Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came in the form of training sessions and biotech implants which became available one by one as you advanced in the main storyline.

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Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'' games avert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of skill level up points have been earned. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.
** The bulk of the series is combat related, though, so if you level too much in a non-combat skill your opponents can become too much for you to handle due to LevelScaling.
** This trope does heavily stick out in the Mages Guild (or equivalent) questlines though: being set in universities or research institutions, NPC mages are often shown doing weird and wonderful things and investigating the fabric of the universe, but for obvious reasons the player is left unable to actually do anything with magic other than fight or buff using other people's spells. One of the weirdest examples of this is in ''VideoGame/TheElderScrollsVSkyrim'' with Arniel Gane; the Winterhold mage, Alteration professor, and researcher of the Dwemer tries to figure out what happened to them and recreate it. [[spoiler:He does]]. Later you can summon him (or rather, [[spoiler:his shade]]) to aid in combat in combat. A three-part quest about the fascinating question on how the Dwemer disappeared spent running errands and combating Dwemer mechs only to get a (admittedly useful) Conjuring spell.

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* ''Franchise/TheElderScrolls'' games avert ''Franchise/TheElderScrolls''
** The series averts
this trope in general by tying all having Skills increase through use, rather than give you an EXP gain to the use of skills and rewarding levels after gain. After you've increased a certain number of skill skills (typically 10), you'll level up points have been earned.up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.
** The bulk That said, there are typically several cases per game where combat is unavoidable. Given that (with the sole exception of ''Morrowind'') the series is combat related, though, so if you level too much in a uses fairly strict LevelScaling, increasing non-combat skill related skills can leave you at a severe disadvantage in these situations as the enemy will be scaled to your opponents can become too much for you to handle due to LevelScaling.
level, not your actual combat ability.
** This trope does also heavily stick sticks out in the [[MagicalSociety Mages Guild Guild]] (or equivalent) questlines though: questlines. being set in universities or research institutions, NPC mages are often shown doing weird and wonderful things and investigating the fabric of the universe, but for obvious reasons the player is left unable to actually do anything with magic other than fight or buff using other people's spells. One of the weirdest examples of this is in ''VideoGame/TheElderScrollsVSkyrim'' ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' with Arniel Gane; the Winterhold mage, Alteration professor, and researcher of the Dwemer tries to figure out what happened to them and recreate it. [[spoiler:He does]]. Later you can summon him (or rather, [[spoiler:his shade]]) to aid in combat in combat. A three-part quest about the fascinating question on how the Dwemer disappeared spent running errands and combating Dwemer mechs only to get a (admittedly useful) Conjuring spell.
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[[AC:Roguelike]]
* ''VideoGame/{{Elona}}'' allows you to gain experience and level up from cooking, playing music, fishing, farming, or simply completing odd jobs. Beating bosses is required to complete the main quest, but it's pretty much optional, and because of [[WideOpenSandbox the nature of the game]], it's quite possible to enjoy the game without ever setting foot in a dungeon.
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* ''VideoGame/Fallout4'' on the other hand pushes straight into "shoot first, ask vague questions when the story tells you to". Stealth becomes a lot harder to even do as you need to be at least level 38 to max out your "Sneak" perk (no more skills) and then find the rest of the stuff to actually be able to sneak around better. You can't talk your way out of boss fights as easily and some can't let you do that at all.
** Even the DLC do this: ''Nuka-World'''s good ending is solely slaughtering the entirety of the raiders that inhabit the theme park.
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Some pen-and-paper RPG designers, however, maintain that putting a combat system distinct from the rest of the resolution system leads the players to rely mostly on fights (similarly, the presence of an elaborate magic system would hint the importance of supernatural forces in the verse). Most games with no focus on combat do solve conflicts of any nature the same way, be it a rough negotiation or a duel. Games like ''sweet agatha'' or ''breaking the ice'', focusing on investigation and romance respectively, do not have such systems at all, since it is unlikely any physical confrontation will happen.

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Some pen-and-paper RPG designers, however, maintain that putting a combat system distinct from the rest of the resolution system leads the players to rely mostly on fights (similarly, the presence of an elaborate magic system would hint the importance of supernatural forces in the verse). Most games with no focus on combat do solve conflicts of any nature the same way, be it a rough negotiation or a duel. Games like ''sweet agatha'' ''Sweet Agatha'' or ''breaking ''Breaking the ice'', Ice'', focusing on investigation and romance respectively, do not have such systems at all, since it is unlikely any physical confrontation will happen.
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* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than violence. Unfortunately, at least 6 mandatory boss fights and 2 encounters with mooks would needs to be finished in order to complete the main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, pick locks, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented hero. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.

to:

* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than violence. Unfortunately, at least 6 mandatory boss fights and 2 encounters with mooks would needs to be finished in order to complete the main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, read, pick locks, solve puzzles, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented hero. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than a violent one. Unfortunately at least 6 mandatory boss fights needs to be finished in order to complete main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, pick locks, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented hero. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.

to:

* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than a violent one. Unfortunately violence. Unfortunately, at least 6 mandatory boss fights and 2 encounters with mooks would needs to be finished in order to complete the main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, pick locks, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented hero. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/CallOfCthulhu2018'' Averted, and with good reason; you're a mere human with a few dozen cantrips. Your enemies are EldritchAbominations whose weakest mooks could swat you to death. When you're not dealing with humans or fishmen, the best way to 'win' an encounter is to run and hide for exp.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than a violent one. Unfortunately at least 6 mandatory boss fights needs to be finished in order to complete main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, pick locks, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented character. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.

to:

* ''VideoGame/VampireTheMasqueradeBloodlines'' Avert this most of the time. Both experience and money is gained through plot triggers and quest solving rather than fighting. Several quests give you more XP for being stealthy or non-violent and there are very little quests available in general that has no solution other than a violent one. Unfortunately at least 6 mandatory boss fights needs to be finished in order to complete main story and they will require an actual confrontation. But aside from those rare situations most of the time the player will just explore the world, pick locks, hack the computers, search something, do some platforming, talk to a lot of characters and runaway/hide from enemies if playing as an diplomacy- or stealth-oriented character.hero. Contrary to popular belief, the infamous sewers section has no actual unavoidable fights and both final stages is on 99%(cause bosses) beatable by sneaking.

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