How often do your bad guys run away?

NewJeffCT

First Post
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.
 

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I like my NPCs to be coherent and colorful. As such, they will flee to save their lives rather than stupidly fight to the death. In fact, my evil NPCs are most often cowards who will go for an easy backstabb or ambush, but will flee if the odds are against them. Also, being villains they will be more likely prone to abandon their own to a bad fate if it can help save their lives; as villains they are not encumbered by moral dillemnas. I have had some minions surrender and immediately betray their leaders in order to be spared. This was a fun moment for my players. Also, my players usually hate it when the villains escape the just punishment they deserve... and I can have these villains come back later with some reinforcement. :D
 

Mine always play by the "I'm not stupid" rule. They'll run away, surrender, and even come back in a few levels for revenge when they think they can take it. If a party doesn't want them to escape - then they must become expert at preventing the option! ... Or have a barbarian or a monk who can run fleeing opponents down in a round or two. Or have a mage shoot them in the back with a magic missile or three... clearly my players aren't all G aligned. ;)

In the players defense though, it's not often that a DM employees all of the options available to him - so you may want to remind them of it, and that they have the option of fleeing /surrender /pursuit themselves.
 

NewJeffCT said:
How often do you have a bad guy and/or his minions run away?
Every chance they get. If they feel like they may die in the next round, they'll flee. Only the less intelligent NPCs stay and fight to the death.

Lately I've had a few NPCs get the chance to hit-n-run. They run off, heal up, then ambush the PCs a few rounds later.
 

My NPC's ALWAYS run away, even the stupid ones. They just do it . . . stupidly, by panicking and incurring AoE's. Intelligent enemies don't run, they do a strategic advance to the rear.

I also try to take things like alignment into account, so LE enemies will hold the gate so that their superiors can escape or sound the alarm, things like that. There is also the fact that it is often difficult for them to escape so their only hope *is* to defeat the party. The party is certainly too dumb to surrender.
 

Yesminde said:
My NPC's ALWAYS run away, even the stupid ones. They just do it . . . stupidly, by panicking and incurring AoE's. Intelligent enemies don't run, they do a strategic advance to the rear.

I also try to take things like alignment into account, so LE enemies will hold the gate so that their superiors can escape or sound the alarm, things like that. There is also the fact that it is often difficult for them to escape so their only hope *is* to defeat the party. The party is certainly too dumb to surrender.

Thanks - strategic redeployment. I like it.

and, I certainly take into account the bad guys' temperament & personality.
 

IMC, NPCs generally don't have a death wish. If they see they're going to get slaughtered, they run away, or retreat and prepare an ambush.

Undead, oozes, summoned critter, constructs and mentally dominated chattel are different, of course. Cultists may act crazy, too.

Cheers, -- N
 

NewJeffCT said:
How often do you have a bad guy and/or his minions run away?

In the last campaign I ran, it depended on the morale score listed for them in the rule booklet or module. (^_^)

Without a monster morale mechanic, monsters & NPCs I run are probably even more likely to flee. They don't want to die & will generally avoid it if possible. Occasionally--but seldom--a monster or NPC has a reason to fight to the death (be it rational or not).

The PCs tend to do their best to prevent opponents from getting away, though, because--if one does get away--they feel there's a good chance of encountering that same monster again but with reinforcements and/or a strategy.

I'm not sure if that specifically a reaction to my style or something we've all learned over the years. (^_^)
 

Yesminde said:
Intelligent enemies don't run, they do a strategic advance to the rear.
"Advance to the rear." :lol: That's my new favorite way of saying "I run away screaming like a little girl!" I wasn't fleeing, I was "advancing to the rear". :D
 


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