Cabled said:
Perhaps a nitpick, but you likely cannot surrender to a raging barbarian. You can certainly try, but the outcome is much like not surrendering, only faster. Maybe can't outrun one either.
Why not?
Do you force your players with barbarian characters to ignore instructions/suggestions from the other PC's? Perhaps they are incapable of using ranged weapons as well? Fact is, most PC's wouldn't even have the thought, of surrendering. Therein lies the critical error.
Do you need to be able to outrun someone? Is it not enough that they see you running way, ceding the battleground to them? Chasing someone deliberately requires far more effort. Secondly, with a few hindrances (i.e. not a flat open plain), it isn't unreasonable to assume with two people splitting in opposite directions, at least one will survive the raging barbarian.
I believe these "no-retreat/no-surrender" behaviours are reinforced through DM-player interactions early in the campaign. They have become so reinforced, by perceived anticipation, that the very thought of surrender is foreign. Which IMO is kind of sad, as this removes a large number of possibilities vis-a-vis adventures and stories.
For the party, while it may be expedient to chase someone and finish them off, this entails the risk that it is actually just a trick to divide party resources (someone is invariably faster than the others) and ambush the chaser, killing or capturing him. Secondly, dealing with surrendering foes, creates interesting party dilemmas, and as an aside, letting vanquished foes go, while it may provide the possibility of a future enemy returning, may also provide the party with an unexpected ally, when it is most needed.
DM's need to:
1) Introduce surrendering foes more often, and earlier in the fights. Failure to accept by the party means a greater deal of resources must be expended in the form of healing, etc to defeat the foes, and therefore, slower progress.
2) Rumour spreads as the heroes level. Do they treat their foes fairly, or is it a waste of time to surrender to these bloodthirsty adventurers?
3) Introduce more fleeing foes (animals prefer to flee unless hunting for food, but will generally back away from a coordinated group.)
4) Likewise, constantly chasing fleeing foes sets the possibility of having a fantastic ambush, which can cause at least 1-2 character deaths, if they are careless and obstinate.