Originally Posted by
Quertus
I am pointing out that the underlying system does not provide one of the prime incentives present in historical societies for good characters to accept surrenders (namely, taking the defeated soldiers back as slaves).
Without this underlying motivation, it would require some careful world-building for the very *concept* of surrender to be present, at least between good-aligned nations.
Without that world-building, then "good" should, by definition and human psychology, be a very warped stance compared to most modern morality (like it already is in several other places).
It's just another dysfunction you notice when you stop mistaking D&D alignments for anything more than team jerseys with legalistic entry requirements.
But that is just a world-building aside to the main point, which is that the choice to have already killed all the (likely less culpable) minions says something important about our mindset in this mission - namely, that we have *already* judged them irredeemable.
To act otherwise - to kill the redeemable as unnecessarily as it would generally be in 3e - is a rather warped take on good.