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Grind-out fights, unconscious heroes, and retreat
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<blockquote data-quote="redrick" data-source="post: 6618347" data-attributes="member: 6777696"><p>Yes, it was quite a bang-up fight! I hope they enjoyed it, though there was also an air of miserable desperation. Maybe it's a little unfair of me to take some of that sense of accomplishment away from them by saying, "next time that happens, expect unconscious PCs to get it a lot sooner."</p><p></p><p>I'm all for the players having moments where they come within a hair's breadth of death, and where they decide to stick it out against all odds and all reason. I think those moments are fun, and everybody likes winning a lot more than running away. The problem is that running away is also hard to do, especially once melee combat is engaged. You have attacks of opportunity, a dwarf who can't run too fast, possibly blocked exits, etc. I think, in my campaign, the pendulum has swung to the point where running away seems <em>harder</em> to the players than sticking around and winning a fight that's orders of magnitude off the DMG encounter charts. (Which I don't tend to follow too closely, but one of the players made the point of walking everybody else through the encounter difficulty while I was getting a drink from the kitchen.) And my solution to that is just to make the costly wins a little costlier, so that running away, while not being any easier, at least becomes more attractive.</p></blockquote><p></p>
[QUOTE="redrick, post: 6618347, member: 6777696"] Yes, it was quite a bang-up fight! I hope they enjoyed it, though there was also an air of miserable desperation. Maybe it's a little unfair of me to take some of that sense of accomplishment away from them by saying, "next time that happens, expect unconscious PCs to get it a lot sooner." I'm all for the players having moments where they come within a hair's breadth of death, and where they decide to stick it out against all odds and all reason. I think those moments are fun, and everybody likes winning a lot more than running away. The problem is that running away is also hard to do, especially once melee combat is engaged. You have attacks of opportunity, a dwarf who can't run too fast, possibly blocked exits, etc. I think, in my campaign, the pendulum has swung to the point where running away seems [I]harder[/I] to the players than sticking around and winning a fight that's orders of magnitude off the DMG encounter charts. (Which I don't tend to follow too closely, but one of the players made the point of walking everybody else through the encounter difficulty while I was getting a drink from the kitchen.) And my solution to that is just to make the costly wins a little costlier, so that running away, while not being any easier, at least becomes more attractive. [/QUOTE]
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Grind-out fights, unconscious heroes, and retreat
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