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<blockquote data-quote="MrMyth" data-source="post: 5392499" data-attributes="member: 61155"><p>If you want to give a bad guy a chance to escape, there are a couple ways to go about it. The best way to do so, without making the PCs feel like it is scripted, is to give the players the chance to expend their resources beforehand - of their own volition. </p><p> </p><p>So you could just have him the last fight at the end of a long series of rough encounters, but that can feel unfair. </p><p> </p><p>Instead, I'd make sure you have at least one fight beforehand, giving players a chance to burn Action Points and the like. The next fight is where the Werewolf will show up - but with the key that he isn't there at the start. Instead, it starts off like a normal fight, with at least one key enemy for the PCs to already be hurling attacks at. </p><p> </p><p>Two or three rounds in, the Werewolf shows up and makes an appearance, maybe causes some damage. Maybe he's there after something in specific, such as an item or to make sure an NPC dies. Or maybe just to test the PCs strength, or to get a taste of their blood, or the like. </p><p> </p><p>The PCs have likely already done most of their nova'ing on the previous fight or in the first round or two of this fight (in order to put down the enemy they <em>thought</em> was the threat). So now they get to feel threatened by the Werewolf, and possibly even secretly relieved when he runs off and they don't have to deal with him. Rather than feel cheated, they are likely just inspired to make sure that next time, they are actually ready for him. </p><p> </p><p>Of course, next time they might be up against all three Werewolves, putting the fear right back into them...</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5392499, member: 61155"] If you want to give a bad guy a chance to escape, there are a couple ways to go about it. The best way to do so, without making the PCs feel like it is scripted, is to give the players the chance to expend their resources beforehand - of their own volition. So you could just have him the last fight at the end of a long series of rough encounters, but that can feel unfair. Instead, I'd make sure you have at least one fight beforehand, giving players a chance to burn Action Points and the like. The next fight is where the Werewolf will show up - but with the key that he isn't there at the start. Instead, it starts off like a normal fight, with at least one key enemy for the PCs to already be hurling attacks at. Two or three rounds in, the Werewolf shows up and makes an appearance, maybe causes some damage. Maybe he's there after something in specific, such as an item or to make sure an NPC dies. Or maybe just to test the PCs strength, or to get a taste of their blood, or the like. The PCs have likely already done most of their nova'ing on the previous fight or in the first round or two of this fight (in order to put down the enemy they [I]thought[/I] was the threat). So now they get to feel threatened by the Werewolf, and possibly even secretly relieved when he runs off and they don't have to deal with him. Rather than feel cheated, they are likely just inspired to make sure that next time, they are actually ready for him. Of course, next time they might be up against all three Werewolves, putting the fear right back into them... [/QUOTE]
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