Darklone
Registered User
On the topic of dropping bows in combat I noticed that I have the impression that most groups don't let enemies flee often.
In my games, especially at levels below 10, it's pretty popular for several reasons:
- recurring NPC villains are fun, henchmen that the PCs kicked home for the 7th time are a neverending source of pleasure.
- most of my bigger combats end with a big part of the PC party close to death. Players who chased after retreating foes (especially the lone boss) often got separated and killed.
- Enemies that fled are known to you. You can track them, find their allies, scry for them... and follow them to their hideout. Or you can pick them off one by one in the case of not being able to finish them right now.
- Me as DM: Nice way to save a lot of NPC treasure from the PCs. Especially in the case of magic weapons it's nice to make the players familiar with a specific weapon and let them earn it over the course of several battles.
In my games, especially at levels below 10, it's pretty popular for several reasons:
- recurring NPC villains are fun, henchmen that the PCs kicked home for the 7th time are a neverending source of pleasure.
- most of my bigger combats end with a big part of the PC party close to death. Players who chased after retreating foes (especially the lone boss) often got separated and killed.
- Enemies that fled are known to you. You can track them, find their allies, scry for them... and follow them to their hideout. Or you can pick them off one by one in the case of not being able to finish them right now.
- Me as DM: Nice way to save a lot of NPC treasure from the PCs. Especially in the case of magic weapons it's nice to make the players familiar with a specific weapon and let them earn it over the course of several battles.