Chaotic and dimwitted humanoid rabble might run like frightened animals if morale breaks. I like it when the tactics and behaviors of NPCs/monsters fits their personalities even if what they end up doing isn't very smart.![]()
Oh certainly. I'm not saying everything should be run with the morale of elite troops. Obviously a lot of things will break and run even when doing so only makes their death more certain.
My point was mostly that if you are finding that there are a lot of situations where retreat just doesn't seem to work out, then that at least isn't surprising nor is it necessarily a rules artifact. Tactically speaking, retreat almost never works out especially when you've got no where particular to retreat to.
Have an escape plan for the guy. Then a backup plan. Then a backup backup plan. One of these should (if at all possible) include a contingency for "if I can't move my arms or legs".
If all else fails, let them kill the guy. You can always get another NPC.
I'm finding it rather surprising how many here advocate stealing/screwing the players out of their coin. For those who would do this, how do your players react? I know that when I've done this sort of thing in the past, my players have reacted by getting totally bogged down in trying to lock down every single copper piece - elaborate schemes to make sure nothing gets stolen, that sort of thing. It becomes a very antagonistic game with the DM vs the Players.
How do you avoid that?
I go for three factoids, the anecdote, the quirk and the dream. And possibly a fourth, the secret. The anecdote is a single fact about the character's past: "he's served as a general in the Clone Wars". The quirk is something about the character's present: "he's a card player, a gambler, a scoundrel. You'd like him." The dream is something the character hopes for in the future: "I want to learn the ways of the Force and become a Jedi like my father." And the secret, if used, is something the character doesn't want others to know, or something he himself wants to find out: "Obi-Wan never told you what happened to your father..."
Just putting together a handful of things like that can give a real iconic feel to the characters, while still leaving loads of freedom for the player to then portray the character. It should help.
Why do they need to see the loot list ahead of time?