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The Flint Irregulars, whose portraits you may have seen
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<blockquote data-quote="gideonpepys" data-source="post: 5801041" data-attributes="member: 79141"><p>Yes, players do get frusrated by escaping villains, but isn't that the point? As Ajar says, it paves the way for a fantastic rematch later on.</p><p></p><p>Only if the campaign was <em>forcing</em> such an escape - which it never does - would it be a problem, and only if it did so repeatedly.</p><p></p><p>I once played in a game where the DM had us tangle with the same bad guy repeatedly, but the means of his escape become ever more ludicrous and forced. That was frustrating because we could see the strings. He got understandably cross with me when I rather petulantly asked if there was any point in us fighting the guy, or should we just let him go and save ourselves an hour of combat.</p><p></p><p>But in the case of the dragonborn brothers, my players felt lucky that they had decided to run, instead of continue a fight which was already going badly for the party. (The brothers' priority was escape, so they fired off a few warning shots, dropped a few officers and then scarpered.)</p><p></p><p>They spent a lot of their hard-earned stipends on resist fire potions the next time they went up against them, and because it was a 2nd encounter, it didn't seem necessary for me to up the ante. I allowed their prep to pay off, and the fight was, relatively speaking, a cake-walk. Cue happy smiling player faces!</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 5801041, member: 79141"] Yes, players do get frusrated by escaping villains, but isn't that the point? As Ajar says, it paves the way for a fantastic rematch later on. Only if the campaign was [I]forcing[/I] such an escape - which it never does - would it be a problem, and only if it did so repeatedly. I once played in a game where the DM had us tangle with the same bad guy repeatedly, but the means of his escape become ever more ludicrous and forced. That was frustrating because we could see the strings. He got understandably cross with me when I rather petulantly asked if there was any point in us fighting the guy, or should we just let him go and save ourselves an hour of combat. But in the case of the dragonborn brothers, my players felt lucky that they had decided to run, instead of continue a fight which was already going badly for the party. (The brothers' priority was escape, so they fired off a few warning shots, dropped a few officers and then scarpered.) They spent a lot of their hard-earned stipends on resist fire potions the next time they went up against them, and because it was a 2nd encounter, it didn't seem necessary for me to up the ante. I allowed their prep to pay off, and the fight was, relatively speaking, a cake-walk. Cue happy smiling player faces! [/QUOTE]
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