How often do you have a bad guy and/or his minions run away?
I started off what I hope develops into a decent campaign with what I thought was a hard-hitting encounter: The PCs interrupted a raid from some slavers attempting to snatch some potential slaves from a small merchant caravan. The three first level PCs and one second level NPC were faced with a fourth level evil cleric and two first level warriors (the other slavers had already made their getaway…)
But, the PCs rolled well and quickly dispatched the two minions, and managed to save against the cleric’s hold spell, while the NPC gashed the cleric for like 8 or 9 points of damage. The party sorcerer had hit one minion with a magic missile.
My call as a DM was that because he honestly felt overwhelmed and the trouble was unexpected, his last two allies were down and all four of his enemies were unharmed – the evil cleric would feel that he was overmatched and he fled (he was mounted, and the PCs were not) - I also figured that since his other minions had already snatched a few potential slaves, he could at least point to them and tell his masters that the raid was not a total loss.
I think it is a far more reasonable reaction than fighting to the death, no? yes?
I mean, haven’t most historical battles been won when the losing side starts running away, not when every last man is killed?
Additionally, a few sessions later, the PCs then encountered a pair of dire rats. Again, they quickly dispatched one, so I figured the other one would be like a rat deserting a sinking ship (this time, it was four PCs and one second level NPC)
One guy commented in game that all their opponents seem to run away… but, I don’t think I was being unreasonable again.
And, this coming session, I may have a town bully type (who is also a Nazi-like evil priest whose deity believes in racial purity) round up a few thugs and others who believe like he does and attempt to “mug” the party because they’re outsiders in town and not all of them are human.
But, my feeling again is that if the ringleader (the evil priest) is taken out, some of the thugs/toughs/bullies will suddenly lose heart and will more than likely run away. Or, even if the party quickly dispatches at least a few of the thugs without being harmed, they would be in danger of “breaking” and running.
I did tell the guys that they do get full XP for "winning" the encounters, but I do feel that unless there is something unusual forcing them to fight, or if they are defending their lair/home, most humans (and humanoids/demihumans) will not fight to the death. How do others run their bad guys?
When the party gets to higher levels, I think bad guys and their minions are more likely fight to the death out of fear, and also because they're more powerful as well. And, of course, the BBEG will have his own special minions that will fight to the death for their master.
I started off what I hope develops into a decent campaign with what I thought was a hard-hitting encounter: The PCs interrupted a raid from some slavers attempting to snatch some potential slaves from a small merchant caravan. The three first level PCs and one second level NPC were faced with a fourth level evil cleric and two first level warriors (the other slavers had already made their getaway…)
But, the PCs rolled well and quickly dispatched the two minions, and managed to save against the cleric’s hold spell, while the NPC gashed the cleric for like 8 or 9 points of damage. The party sorcerer had hit one minion with a magic missile.
My call as a DM was that because he honestly felt overwhelmed and the trouble was unexpected, his last two allies were down and all four of his enemies were unharmed – the evil cleric would feel that he was overmatched and he fled (he was mounted, and the PCs were not) - I also figured that since his other minions had already snatched a few potential slaves, he could at least point to them and tell his masters that the raid was not a total loss.
I think it is a far more reasonable reaction than fighting to the death, no? yes?
I mean, haven’t most historical battles been won when the losing side starts running away, not when every last man is killed?
Additionally, a few sessions later, the PCs then encountered a pair of dire rats. Again, they quickly dispatched one, so I figured the other one would be like a rat deserting a sinking ship (this time, it was four PCs and one second level NPC)
One guy commented in game that all their opponents seem to run away… but, I don’t think I was being unreasonable again.
And, this coming session, I may have a town bully type (who is also a Nazi-like evil priest whose deity believes in racial purity) round up a few thugs and others who believe like he does and attempt to “mug” the party because they’re outsiders in town and not all of them are human.
But, my feeling again is that if the ringleader (the evil priest) is taken out, some of the thugs/toughs/bullies will suddenly lose heart and will more than likely run away. Or, even if the party quickly dispatches at least a few of the thugs without being harmed, they would be in danger of “breaking” and running.
I did tell the guys that they do get full XP for "winning" the encounters, but I do feel that unless there is something unusual forcing them to fight, or if they are defending their lair/home, most humans (and humanoids/demihumans) will not fight to the death. How do others run their bad guys?
When the party gets to higher levels, I think bad guys and their minions are more likely fight to the death out of fear, and also because they're more powerful as well. And, of course, the BBEG will have his own special minions that will fight to the death for their master.