How often do your bad guys run away?

My problem isn't that the bad guys run away. It's that the PC's don't let them get away! My group has enough ranged firepower (2 Sorcerers and a Figher specialising in archer for instance) that unless the bad guy(s) can get away via magical means or has some way of stopping the PC's from attacking him, they normally take them down as they flee.

It is a little frustrating as a DM but I have just come to accept it. A couple of BBEG's have gotten away from the party (1 via water, 1 via magic) and later returned to face the party. The rematch was always a good fight as the PC's had more emotional investment. Now if only I could get it to happen more often! :)

Olaf the Stout
 

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My bad guys run away A LOT. My last campaign it was a running joke that my PCs couldn't kill any of the BBEGs because they always took off before the party could get to them.
 

I have had many bad guys run away. Some don't get the chance. Either the party members with ranged weapons get them or the wizard gets them. Once, one of the PCs out ran the bad guys and cut them all down. Still, there have been a couple that got away and came back another time to harass the PCs.
 

Oryan77 said:
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.

I'm here to - non fanatical foes will run away or surrender. Just had a battle (really just had, the players walked away form the table 15 minutes ago) where two foes attempted to surrender (to bad the one that didn't speak their language was separated and was killed by a PC with the "aspect of wolf" spell who RPs it very wolf-like when the spell is up.)

As a DM I have to watch out - once they disengage, it's usually possible to run away if you are willing to just Run and take a few arrows, so it's a bit to easy to get away. I expect this to change in a few levels (PCs are 4th).

Another thing to watch out for is not giving treasure because the opponents run.

Mix it up. Kobold Mummy - doesn't run, just kills. Giant Fire Beetles - PC gets out of their way, no combat. Bugbears - challenge to a wrestling contest for contents of a box they can't open vs. a horse. (With threat to attack if they don't take them up on it.) Goblins - out for themselves, will never fight to the death if they can avoid it, except vs. dwarves. Howler Wasps - would run, except when enraged. Hungry Ankheg hunting - didn't run. Bandits with political connection - willing to surrender, since if handed over they'd be back on the street the same day.

BTW, surrendering is sometimes harder on the PCs then an extra hit or to while fighting to the death, especially with a paladin or other lawful character around. You need to cart them around, protect them from random encounters, etc.

Make your foes interesting. And part of that is making them act unique and true. And for intelligent, non-fanatical foes, that often means running away.

Cheers,
=Blue(23)
 

Try having some guys stand and fight to the death (for whatever in-game reason you want, like a fanatical death cult) and see how it plays. If it's more fun, then go with it.
 

Some fanatics will fight to the death, but most of my NPCs try to flee if things go wrong. Not that many do get away from the PCs even if they run.
 

I never gave it much though. I personally don't have many run away, but it seems logical to me. So far as dire rats though, I don't know. I think it would have to have a significant intellegince to realize it had bad odds of living. If there's an Int. requirment for the victem of a Fear-related spell, I would simply apply that, assuming that the spell instills the fear. I'm not entirely sure there is one though. It just seems slightly beyond a rats ability to calculate odds of survival, or give a rat's "tail" about it's buddy being slashed up.
 

Clueless said:
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. ;)

[This is going to sound like something out of Warhammer...]

If they are evil enough to merit killing in combat, why should they be allowed to flee and perform more evil deeds?
How is allowing murderers, cultists or evil wizards to continue their horrible work a virtue?

You're thinking of L, not G.

Personally, I haven't had the option for successful retreat lately. Mostly in D&D it's dungeons and whatnot--it's hard to get away.
In my GURPS Call of Cthulhu game, the PCs were positively murderous against the ghouls and whatnot, but then, they are ghouls.
 

Gotta agree with the general opinon being voiced here: if they can and need to then why shouldn't a bad guy try to run? My current game the bad guy's modus operandi is running. The PC's went crazy trying to get her. The PC's did eventually capture her, now she's a prisoner doing hard time and waiting for her moment. It'll be great when she turns out to be heading a (new) evil cult in heroes' home city and has subborned many of the PC's acquaintences.

So yeah, running away to recur another day has its uses.
 

Not nearly often enough.

I wasn't running, but last session our Party (16th lvl) got the drop on a CR29ish Lich via AMF + grapples + full attacks... it was freaking ugly.

Unfortunately, we're pretty sure he'll be back with some good old fashioned Scry'n'Fry in about a week.
 

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