In my experience, PCs always kill surrendered enemies, always try their damdest to chase and kill fleeing enemies. So it's sort of an exercise in pointlessness to have them do either.
In my experience, PCs always kill surrendered enemies, always try their damdest to chase and kill fleeing enemies. So it's sort of an exercise in pointlessness to have them do either.
I've played with many, many groups.Your PCs do things differently from mine, then. My party just made itself a long-term ally (and possibly a mentor for the rogue) by allowing an enemy to surrender.
The problem with this approach is that it gets awful... "swingy". You can add it to the math, and it works out in the long term. But for any particular fight, it can make or break things for the party. If you do the math, and add critters expecting that a specific percentage are going to break and run, and they don't, you might have a TPK on your hands. On the other side, if you don't bulk up the enemy, but more than expected break and run, you suddenly have a cake walk. This makes encounter design a bit of a pain.
4e got rid of "save or die" for a reason - it puts too much emphasis on the results of one single roll. Failing a morale check doesn't actually kill the monster, but it removes it from the fight, so it is mostly the same thing as far as the PCs are concerned.
Because monsters running away often interferes with the PCs' ability to kill them and take their stuff. In a game where gaining XP and treasure depends directly on the PCs' ability to kill things and take their stuff, monsters that run away tend to reduce the rate at which the PCs gain XP and treasure. This may annoy the players.
There are a number of solutions to this:
1. The DM has to explain to the players that hunting down every last one of the monsters they encounter is part of the challenge of killing things and taking their stuff. If they allow the monsters to get away, they only have themselves to blame for losing out on the XP gained from killing the monsters and the treasure that they carried.
2. Make the gaining of XP and treasure independent of whether the PCs killed all the monsters. However, some DMs do not like this approach because they believe that killing things is to only way to get better at anything, and that the only way to get treasure is to loot it from an enemy's corpse.
3. Remove morale so that all enemies fight to the death. This approach has the advantage of being both simple and direct. Without the need to track and check monster morale, the DM only has to think about which attack to use next.
Yes, I am only partly joking.
Morale doesn't cause game balance issues - well, not significant ones - especially considering the PCs are normally meant to win. (Morale only affecting monsters favours the PCs significantly).
Admittedly, if you have a Challenge Rating, the CR of a monster with morale is less than a monster without morale, because in X% of combats, the monster will run and thus is less of a threat than its stats would otherwise suggest.
Part of this is due to the different balancing of the later editions. In AD&D (1e), I feel you really felt that you had limited resources, so chasing down enemies in many cases could overextend you...
You're not a wargamer, are you.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.