Hi
My party is 5th level and they just killed their first dragon.
I want to throw one encounter at them in the near future that will teach them that not only is it ok to run away from a fight, but it might be necessary some times.
The current setting involves them sailing a small "borrowed" ship seeking clues to a mystery in a 500 mile long chain of tropical islands that runs parallel some 30 miles from the coast of a desert kingdom.
Has anyone had any success getting a hit-point heavy (4e!) party to run from a fight? I'm not talking about the 5th encounter of the day with all the characters down to zero dailies and 1 healing surge left. I would like to throw something at them that make them take notice, discuss it, and the decide to run.
There are a few ways to interpret this request.
Scenario 1: You just want them to run away.
This is easy. Just tell the players that they see a creature that has not noticed them. Call for a nature or dungenoeering check at DC 2. If they pass, tell them that the creature appears to be Demogorgon or Tiamat, and ask them what they do. If you give them a monster that they recognize in character, the players will run, unless they are very dedicated role players who wish to get slaughtered while fighting against overwhelming odds.
Scenario 2: You want them to consider fighting but to instead opt to back down unprompted.
This is very, very difficult to pull off. If it is not immediately obvious that the players need to run away, the players will almost always fight. This is not to say that the players kill everything that the DM describes as being something other than terrain. If the DM sets it up as a non combat encounter, they may talk. Also, if the players are presented with the setup for a combat encounter but are low on Healing Surges or otherwise think they need to find safety and rest, they may try to avoid the fight.
But in my experience as a DM, I have never seen any group of players back down when presented with the setup for a combat encounter when they think they can defeat what they are looking at.
The only way to make this work is to describe the monsters as looking like they will not be easily defeated and drop some hints that the players can expect to get killed if they try it anyway. Another thing that will work is to let the pc's fight one or two of a given monster, and see how tough they are, and then present them with 10 of them. If 2 was a close battle, they can do the math on 10.
This may end up not working though. Either the players kick off a battle and they are defeated, which may drive the less on home, or the players kick off a battle and they win. The latter may be worse if you want to create a sense of plausible danger in your game.
Scenario 3: You want the players to start a fight and then decide to run away after taking a severe beating.
This is a bit easier then Scenario 2. As I said, getting the players to start a fight is not at all difficult. However, as a DM I have never had my players run away; I always seem to get the TPK. On top of that, having all the PC's survive this scenario is likely. Players never seem to realize they need to run away (or surrender) until a few rounds too late. There are a few ways to do this though.
The easiest is to change the situation of the fight by adding re-enforcements. Do it gradually, but keep doing it until the players figure out they need to cut and run. Just give the reason to figure out that they really need to cut and run. This gets easier if they know the re-enforcements are coming a few rounds in advance. Also, try to make sure your players have a chance to get any dropped Pc's back on their feet so they can all run off.
Another way to do it is to use a creature with some form of Regeneration or Damage reduction. If you give the players a chance to realize that they are totally ineffective, they will run away on their own. As long as the creature does not have a massive damage output, this is a pretty safe way to go.
I advise against trying to pick 'typical' monsters that are just strong enough to make the players reconsider partway into the fight. This is the easiest way to end up with a TPK.
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