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<blockquote data-quote="Ruin Explorer" data-source="post: 8443110" data-attributes="member: 18"><p>Classic first response nails it here.</p><p></p><p>This is the solution to the problem, not complicated rules - though I applaud having enemies run away when it would be sensible for them to do so, it's always weird and immersion-breaking when some random opportunistic bandit or predator, or even more cowardly creature fights to the death, especially when "You only have to run faster than your friends" tends to apply well to situations where people flee from adventurers.</p><p></p><p>But yeah, just narrate HP loss differently and 0 HP as giving up in whatever form. D&D will continue to work fine. Adventure design may need to be a bit different of course - you need to decide where the baddies are going to go.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8443110, member: 18"] Classic first response nails it here. This is the solution to the problem, not complicated rules - though I applaud having enemies run away when it would be sensible for them to do so, it's always weird and immersion-breaking when some random opportunistic bandit or predator, or even more cowardly creature fights to the death, especially when "You only have to run faster than your friends" tends to apply well to situations where people flee from adventurers. But yeah, just narrate HP loss differently and 0 HP as giving up in whatever form. D&D will continue to work fine. Adventure design may need to be a bit different of course - you need to decide where the baddies are going to go. [/QUOTE]
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