D&D 5E Grind-out fights, unconscious heroes, and retreat

I'll say for myself that I actually really like the mechanic of death saves as opposed to negative hit points. I like that the unconscious player still has one thing to do on their turn in combat, and I like the nail-biting of it. It's a little weird that a kobold's dagger is as life-threatening as an ogre's great-club (once you get past low levels and have enough hitpoints to avoid the auto-kill from most weapon damage), but I can rationalize it.



I love it, too. When all of the PC's are tied up with keeping back the monster horde, and it's up to you to make those rolls count and cheat death, it's pretty nerve-wracking. Even when it's your comrade across the table trying to stay alive, it's exciting. It's also a way for the player to feel like they "won" against death, rather than just sitting there until the DM decides to finish up the fight and leave them alone.
 

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The more I play/DM 5e, the more I'm beginning to think that attacking an unconscious PC works well with most evil intelligent and ravenous foes especially if DM wants more grit and if players take 0 hp too lightly.

I agree that attacking unconscious PCs works well--only with unintelligent foes I prefer to flavor it as "he's eating you" instead. Surely biting off chunks (or dissolving them in acid, as with a Gelatinous Cube) counts as an "attack" from a mechanical perspective even though the chunks wind up in a stomach.
 

I love it, too. When all of the PC's are tied up with keeping back the monster horde, and it's up to you to make those rolls count and cheat death, it's pretty nerve-wracking. Even when it's your comrade across the table trying to stay alive, it's exciting. It's also a way for the player to feel like they "won" against death, rather than just sitting there until the DM decides to finish up the fight and leave them alone.

I use a hybrid system for the Death Saves (they're Con checks, DC 10; third failure prompts a Con save to mitigate death into a Lingering Injury instead). The fun tension/anticipation around the table when that third check is being rolled and/or the save for death or injury is a blast for us...
 

So I ran an encounter the other night that started to balloon in difficulty as monsters from other areas heard shouting and screaming and started to come running. A couple of rounds in, I had that realization that, "crap, this is a TPK fight." I assume the players realized this as well, because they were outnumbered 2:1 by a mix of dangerous opponents who had them surrounded on 3 sides. (Notably, there was an escape to the north.)

While there was some discussion of retreat, the PCs decided to grind it out, and as soon as one PC was knocked unconscious, they doubled down on the combat and abandoned all thought of retreat. By the end, half of the PCs were down, one was almost down, and the other was about 2/3 of the way down. The last enemy managed to escape by grabbing an unconscious PC and holding a dagger to her throat until he was able to get to a safe position to bolt. I probably held back and made some poor tactical decisions subconsciously in a couple places (beyond my usual poor tactical decisions because I'm no Napoleon of Monsters), but I didn't fudge any dice or hp.
Sounds like a bloody awesome encounter that your players won't soon forget. The ending was especially awesome.

First of all, I have to say that the fight you ran sounds AWESOME. Congrats to the players on winning instead of dying!

This. I'm glad it wasn't just me. Such a bare-bones description, but he hit all the right notes.
 

This is a great thread.

Can't believe nobody's sticking up for hostage-taking monsters, though.

Now, in practice, it still plays out with different enemies taking different approaches. Some might take the opportunity of a downed enemy to say, "Stop this madness! If you let us retreat safely, we will allow you to tend to your wounded!" A bear will probably focus on whatever is moving. Regardless, I think the idea that outright killing unconscious PCs should be saved for the most savage and depraved attackers (an idea that I feel like is common) is not a good one. Players should assume that their opponents are fighting to kill, and be relieved to find out that they are not.

Reminds me of some death penalty arguments: how do you take the ultimate deterrent off the table without reducing your deterrent, especially for the worst crimes? Don't you encourage escalation of violent crime if you use the ultimate penalty too often, because criminals will more often find themselves already on the hook for the death penalty, and figure killing all the witnesses is just good policy? (don't mean to be political here at all, just think it's relevant to game design).

In game terms, intelligent monsters might want to avoid killing dangerous PCs because they have dangerous PC friends. Much easier to negotiate a surrender or flee without reprisals if you haven't killed a PC yet. If you want to play intelligent races realistically, they should be fleeing or surrendering a lot, absent some serious countervailing pressure. Which reminds me, I've never liked the conceit that adventuring parties are a common thing in my campaigns. I prefer the monsters finding out the hard way that the PCs are trouble. After some of that, I like them to wisen up and change tactics to something more like what's described in the OP.

As a result of the above dynamic (monsters attacking only when they think they can win), I use larger monster bands than some DMs do, but enemies also usually break at around the 50% casualty mark, at which point the PCs are often able to kill them while they're running away. Intelligent enemies may surrender instead of running, depending on their reasons for initiating combat in the first place. So my combats are both harder and easier than vanilla combats.

I fully endorse this method.

Now, sure, if there is the possibility for some sort of prisoner exchange, some groups will attempt that. Unfortunately, a prisoner exchange depends on strong communication between parties and a certain degree of trust.

If monsters are really going to have any insight into PC behavior, they're going to see that knocking out a PC, taking him hostage, and using him for leverage is the way to go.

I do like the possibility of a mechanic where some sort of mechanic is earned after a certain amount of time in combat. Might be too gamist for some

I dunno, I've never liked barbarian's rage mechanics much, but that sounds like the place for them; you're covered in blood, your own and your enemies, your friends are dying around you, anderrrraaaarghrrrraaaaaaaarooooooo. Sounds pretty realistic to me. Second wind, and all that.

I think a little dose of reality is good for players from time to time. Pen & Paper is good for exactly the reason that the story can develop in context, e.g. if it seems appropriate that every guard in the castle is alerted because you launched a frontal attack so be it. They can always get their invincible, level-appropriate fix from an MMO if they need it.

This. If a player's play style isn't already crafty and devious because that's how he likes to play, why should he play crafty and devious until he's had a few PCs get cacked out from under him?

I think there are very few monsters that would kill you when you're down. Strategically its the best move

Again, I have to disagree. I think threatening to kill the hostage unless the PCs back off is the best move.

In the game I've been playing there's been a lot of retreat. We're not a very strategic party, several players blatantly don't know their class and we're easily swayed by the lure of big treasure.
They sound like a blast to DM for (seriously).

This is true even when you're talking about hungry monsters, who want to drag an enemy back to their lair. During those three rounds of dragging, there's a good chance that a living PC is going to cut you down. The greatest chance of you getting out of any situation alive, short of fleeing immediately upon seeing the party, is to engage the living PCs and ignore the fallen ones. (In the presence of healing magic, treat "fallen" characters as "potentially living, and highly vulnerable".) Stopping to dispatch the non-combatants will do nothing for you if you end up dead.

Right...until they stop thinking as individuals, and start thinking of the group (which makes sense, since as their own life expectancies start dropping rapidly, their thoughts turn to friends, family, tribe). Any intelligent species is going to start using attrition/suicide tactics.

If you're going to start offing unconscious PCs on the regular, my advice is to make sure you have a plan for what happens after a character dies. One of the crummy parts of Monopoly is that when a player goes bankrupt, he or she is no longer really participating in the game. So for however long the game lasts (and boy can it last), you've got your friend twiddling his or her thumbs watching everyone else play. That's not very fun. A lot of modern games end when the first person is "out" or are set up where nobody can be forced out of play before it ends.

I figure you just let the player drop in another character (his 2nd character, one of your pre-gens, an NPC henchman or local from the adventure, etc.) after a scene change or two, if not sooner. A few hail fellow well mets and you're back to it.
 
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Heh - I've been thinking about this issue over the last week due to one of my Encounters groups deciding that chasing a superior foe was a good idea, even when some of their own party members were bleeding to death on the ground! The foes fled because their leader was down below 10 hp, but then stood and fight when it was apparent there was no other option. The players were very lucky - one PC was conscious when the battle ended and was able to save the other PCs before they bled out!

Personally, I rather like a lot of the suggestions in the AD&D DMG. Primarily, it's not about comparing movement speeds - it's whether you can distract the pursuers or not. And I really like the idea of taking hostages...

I've put my thoughts together in this article: Running Away, Let's Do It!

Incidentally, at the beginning of my 4E campaign in 2008, I did have the monsters take a PC hostage. The response of the players led to the hostage being killed... some times, players will be players! :)

Cheers!
 

If you want to play intelligent races realistically, they should be fleeing or surrendering a lot, absent some serious countervailing pressure. Which reminds me, I've never liked the conceit that adventuring parties are a common thing in my campaigns. I prefer the monsters finding out the hard way that the PCs are trouble. After some of that, I like them to wisen up and change tactics to something more like what's described in the OP.

Yes, this exactly. One of the PCs' crucial advantages is being underestimated by most opponents. Ten hobgoblins see three humans and think, "Great, we outnumber these guys, let's take them!" and not "We're an Easy encounter for a level 8 party, we're about to become dead."

Incidentally, Morlock, I think I just last session named one of my players' warlock patrons after you: Morlock, a pit fiend. I didn't realize until just now that the name was probably on my mind because of you.
 
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I've put my thoughts together in this article: Running Away, Let's Do It!

Good article. This part sparked a thought:

"An opponent who surrenders needs to offer something for his life and future freedom, and often a ransom would be appropriate. Holding noble prisoners for ransom was a good way of getting money in Middle-Ages money, and adventurers tend to be rich and able to pay their ransoms!"

This also makes a good rationale for both 1.) buried treasure, and 2.) monsters leaving much of their loot back at their lairs.
 

Heh - I've been thinking about this issue over the last week due to one of my Encounters groups deciding that chasing a superior foe was a good idea, even when some of their own party members were bleeding to death on the ground! The foes fled because their leader was down below 10 hp, but then stood and fight when it was apparent there was no other option. The players were very lucky - one PC was conscious when the battle ended and was able to save the other PCs before they bled out!

Personally, I rather like a lot of the suggestions in the AD&D DMG. Primarily, it's not about comparing movement speeds - it's whether you can distract the pursuers or not. And I really like the idea of taking hostages...

I've put my thoughts together in this article: Running Away, Let's Do It!

Incidentally, at the beginning of my 4E campaign in 2008, I did have the monsters take a PC hostage. The response of the players led to the hostage being killed... some times, players will be players! :)

Cheers!
Great article, Merric. The retreat (or run) is often an overlooked aspect of the game for both players and DMs. Often when I DM, I pre-plan how each mob will react when they suffer losses - running/trying to escape becomes more prevalent. I also pre-plan what might happen if there is a TPK or a PC is captured/taken down. As a player, I always try to have contingency escape plans (especially when I play a wizard!!!). The retreat (or run) adds more interesting tactics to the game.
 

Heh - I've been thinking about this issue over the last week due to one of my Encounters groups deciding that chasing a superior foe was a good idea, even when some of their own party members were bleeding to death on the ground! The foes fled because their leader was down below 10 hp, but then stood and fight when it was apparent there was no other option. The players were very lucky - one PC was conscious when the battle ended and was able to save the other PCs before they bled out!

Personally, I rather like a lot of the suggestions in the AD&D DMG. Primarily, it's not about comparing movement speeds - it's whether you can distract the pursuers or not. And I really like the idea of taking hostages...

I've put my thoughts together in this article: Running Away, Let's Do It!

Incidentally, at the beginning of my 4E campaign in 2008, I did have the monsters take a PC hostage. The response of the players led to the hostage being killed... some times, players will be players! :)

Cheers!

That article is great. Also, thanks for the reminder about caltrops in 10-foot corridors. I might have overlooked that. (Though, these days, I use a lot of 5-foot corridors because that's the width of the hallway in my new york apartment. Not sure why goblins should be living better than me.) Anyway, starting a halfling fighter in a new campaign tomorrow. This little guy will definitely be getting some bags of caltrops at the first opportunity, and handing one out to each of the characters in his party.

A little ways back, I found that my monsters were usually fleeing too late in the fight. They'd still run, but usually during the mop-up phase. Usually, this was because I'd just get too distracted with everything else when a lot of monsters were still on the table. Recently, I wrote out a little card and taped it to my DM screen. It says something along the lines of:

"At the start of combat:
Jot down why each mob is fighting.

At the beginning of each round of combat:
Review. Ask, 'why aren't we retreating?' Roll morale if necessary."

By making standing and fighting an active decision that I make every round, I find that my monsters behave much more intelligently and believably, when I remember to read the little card taped to my DM screen.
 

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