Hussar said:
I think Arwink makes a very good point. Why keep him alive?
It gets a bit unrealistic facing a new MBEG every combat. But, probably more important, it's so the GM doesn't have to redesign a new MBEG for every combat.
Rhun said:
I'm not sure why it is tantamount to suicide to flee from the PCs?
PCs can easily figure out who the MBEG in a fight is, especially if he opens his mouth. When the MBEG flees and
assuming they're not using teleportation-style magic, they all attack him preferably to other targets. Ranged attackers will switch to target him. Any melee attacker who can get at him without drawing AoOs will.
Frequently, because the MBEG is the toughest or highest level opponent there, there won't
be a screen of minions between them by the time they have to flee. Sometimes the PCs and NPCs "attrit" each other (is that a real word?), and then in round four, three quarters of the minions are killed in various ways by PCs with depleted hit points. By the time the MBEG's turn comes up, he has no screen left, and he's facing four or so (wounded) PCs. If he runs, he gets cut down by arrow or Fireball, as it's four against one target (even if there's a couple of minions alive). If he stays back to cast a spell or something, he kills a PC and then gets cut down.
I use a lot of lesser minions to screen my BBEGs' escapes, so maybe that is something you can think about? Of course, my players are fairly realistic, and won't open themselves up to AoO and such just to pursue an opponent. So maybe it has something to do with the players playstyle.
And using a lot of minion is taxing on gaming time, especially the GM's time. IME running a bunch of low-level wimps who can't hit, but each gets a move and attack action, takes way too much time. Players sit there bored as you describe what they're doing.
Zustiur said:
Stalker0: Jaw droppingly simple. Light armour and run feats for all of the men!
DnD screws light fighters. That just results in minions dying faster, and probably the MBEG as well.
Sejs said:
The players burst onto the scene just as you're about to complete your nefarious deed, calmly turn around, look over one shoulder and tell your second in command "Lieutenant, deal with it". Then walk out.
I like this idea. However, the Lt. becomes the MBEG for that encounter, he's not going to survive, and the villain now needs a new Lt. Since the villain was powerful, one wonders why he didn't stick around, at least until things get dangerous.
My former Eberron DM used to throw three or so villains at us. While one would be the "leader" (being smarter and maybe more charismatic than the rest), all three are roughly equal-levelled threats, or at least their levels are close. As a result, it suddenly becomes difficult for the PCs to know who to target. Are you going to go after the sorcerer who has been casting death magic the whole battle when the evil barbarian is chopping you to bits? Probably not, even if the sorcerer is obviously "the leader".
This means more work in the beginning (coming up with three named villains rather than one), but less work in the long run (since one or two are likely to escape).
Endur said:
I have a recurring bad guy who is a spellcaster. So he typically casts one spell on round 1, then flees on round 2 while the rest of the bad guys keep fighting the party.
I think most DMs wouldn't follow this advice because it's less fun for them. What's the point of making the MBEG a spellcaster if he's only casting a single spell?
Barak said:
It's much easier if you plan the escape in advance.
For that to work, don't plan on fleeing when he's at 25% HPs. Plan to flee after, say, 4 rounds. In a hit-and-run attack, it's easy. You -know- when you want the BBEG to run, so even in early round, you position him to be able to run. You always have in mind "ok... So he'll run in 2 rounds.. Can't make him go there." Also, you'll keep back from using resources allies, because you know he'll need them to escape in a few rounds.
I love this advice! I usually used hit point and # of living minions, but I don't really think that would work work. This is probably much better. I'll try it next session.
Lord Zardoz said:
Indoors it gets a bit trickier. running like hell while sealing doors behind you can handle it.
You need to be within 30 feet of the door
So engage at range ... and run at the first sign of danger.
That doesn't work too well if the MBEG is a heavy fighter, however.