Monsters should be privy to the same information about the world as the characters (subject to their intelligence), and should interact with the world based on that information (and their own natures).
A monster seeking a meal would probably lie in wait, try to ambush the most lightly armored opponent, and drag them off for a peaceful meal. (if encountered outside its lair). A more powerful monster in a lair may be satisfied killing one or two characters for a future meal and letting the rest of the party escape (
@Retreater ‘s HPK).
Potentially true. But again, if you're causing deep damage to it, healing is generally not easy for things and most things don't like taking a lot of damage for a single meal.
An intelligent monster is actively going to try to prevent its enemies from escaping, and is absolutely going to set up countermeasures against their return (after several hours or a few days). And of course, monsters include undead and demons, for whom destroying life IS their goal.
Maybe. I can think of a lot of reasons why an intelligent creature might prefer to drive off the enemies rather than keep them in there. It's all up to how you want to do it: are they prioritizing their survival? Then let them leave, pick up your stuff and get out. Or call on your minions and let them take care of it because if they aren't hitting you, you can recover. Continuing a fight can just be a bad way to get hurt. I even had a villain die because of a set of random crits because he tried continuing a fight that the players were running from.
The “I scare you off then take no actions while you go back to town and buy the items and reinforcements” is rather unlikely given the large number of monsters with human intelligence or higher.
I mean, I don't think that's what most people are really advocating for here. Things will change if you leave, even with less intelligent monsters. The point here is that the players get another chance. It might require more planning, a new strategy, better items, etc... but if things go bad, living is its own reward.
I tend to ask myself how a party would react if the situation were reversed, and the fact of the matter is most parties I have DMed are very reluctant to simply let an opponent run away if they can prevent it.
I don't like this only because PCs honestly act way differently than NPCs because they'll take way more risks than NPCs. Healing is easier to get and the risks are less than an NPC who, if killed, is just going to be dead.
I can really appreciate a clever use of items in a CaW game. However, its a bit of a bummer to play a powerful caster whose best move is to tote a gas can with flint and steel.
See, I
love that stuff. Lock you can't crack? Well, good thing you brought that vial of acid. To me, carrying a bunch of useful, interesting consumables to deploy at a moment's notice is just what d20 Fantasy is all about.
Though I get that if you want to play as Gandalf, it probably doesn't sync up with your expectations

. I suppose everyone has their line: I really like the idea of cantrips, but some people just grew up expecting their magic user to have a sling or some darts on-hand. Try explaining that to a kid who got into playing D&D in the last 10 years



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