Don't run away, you make me angry...

K'Plah Q'Houme

First Post
This is just a comment.

A thing I seriously despise is when engaged in melee battle the opponent runs away when things get tough. What is up with that? I know that this is a favored tactic of many players (and DM's) and a meens to save your life, but I view it as tedious and cowardly.
 
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K'Plah Q'Houme said:
A thing I seriously despise is when engaged in melee battle the opponent runs away. What is up with that? I know that this is a favored style of many players (and DM's), but I view it as tedious and a waste of time. I know it's a workable startegi, but it's just not fun chasing arround on the battlefield.

I know exactly how you feel.

As a player, this was one of my pet peeves. I understand the need for recurring villains, creating archvillains etc., but speaking for myself, bad guys running away always frustrated me. I know that it is common sense to want to run away when you are near death, but as a player, being denied that kill is so irritating, hehe. And the "kewl lewt" ;)

If you've ever played Final Fantasy, I forget which, there is this villain that you fight multiple times, usually because they run away when they are supposedly defeated. I hated that.

Thinking tactics, the only one I've ever used is "dimensional anchor". However, the other players in my group were slightly against it since they were more than happy to let the bad guys run away, especially if we were near death ourselves.
 

the Jester said:
I think it would offer us great insight to know whether you are a player or a gm.
I'm both. I don't use this tactic in my own campaings so offcourse this comment has it origins in the game I curently play in as a fighter character.
 

dreaded_beast said:
Thinking tactics, the only one I've ever used is "dimensional anchor". However, the other players in my group were slightly against it since they were more than happy to let the bad guys run away, especially if we were near death ourselves.

Tanglefoot bags.
 

K'Plah Q'Houme said:
I'm both. I don't use this tactic in my own campaings so offcourse this comment has it origins in the game I curently play in as a fighter character.

Ahhh. *nods*

Personally, I think having the bad guys run away makes sense- it adds to the verisimilitude of the camppaign. I don't have all my bad guys flee- especially if the pcs can goad them some- but the cowardly or smart ones are happy enough to escape alive if they can. :) Then again, the pcs imc rarely retreat either...
 

I don't mind when it happens sometimes, so long as it's to add some realism and it's not just done to be rediculous or something like that.

If any enemy is hurt or a character is hurt and they take off, that's cool, it happens all the time. Guerilla Warfare is like that, hit and run tactics, engage then disengage.

but if it's happening every fight in every game maybe you should have a word with your DM/GM or the player doing it.
 

Yeah, it's a pain when they won't just let you kill them and take their stuff. ;)

But look at it this way: it was worse in earlier editions, where you got xp for the kill and nothing else. At least in 3rd Edition, you're still the winner regardless of whether your opponent died at the end of your sword or ran away to fight you again another day. A fleeing bad guy is the same as a dead one when it comes to the xp award. And if they do come back, well, lucky you--you get to earn the experience for beating them up again! Why, it's almost an incentive to give 'em a head start when they start running away!


Seriously, though, I'm generally okay with enemies who run away rather than fighting to the death. For a lot of them, it makes sense. Sometimes it introduces interesting moral questions, as a party dithers about whether they should hunt down the survivors or just let them go. It can make for some interesting recurring villains. It even makes the ones who stick until the bloody end a little more impressive (particularly when they start launching grandiose, "I'm going to take at least ONE of you bastards with me" final attacks).

The most I'd say is that it shouldn't happen in every fight, and the escape route shouldn't be cheesy. If a 15th-level wizard greater teleports to safety before dying, that's fine; if a 3rd-level fighter does it, I'd call foul. If one henchman has a potion of gaseous form and a convenient chimney to escape through, great; if they ALL have potions and a handy crevice right there, that's lame. Some of the worst games I've been in had GMs who so loved to have the bad guys escape that they would constantly pull thoroughly unlikely and utterly frustrating escape methods out of their butts rather than let any of their precious villains die, and I don't think I'd put up with it these days.

--
plot immunity should end the moment they start the big fight, you know?
ryan
 

While running away has a fine tradition, there are three weapons that can help you fighter rectify the situation; Bola (ranged trip attacks), Harpoons (for that "Y'all come back"), and Man Catchers. I know they are in Sword and Fist, but I believe they have also been updated for 3.5, I'm just not sure in which books.
 

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