D&D 5E Running away on intimidation

I just need a neutral opinion on this situation: There has been a long-range battle (~150 feet distance) and group A is very likely to win. To get the remaining enemies to give up, group A used intimidation at range very effectively. This caused the survivors from group B to run for it. But group A doesn't want them to run, they want to capture them to get their loot and interogate them. But they can't outrun them (they don't even try). So group A's approach was to throw ranged weapons in front of their feet to get them to stop and let them get captured.

Question: If you were in the feet of group B, would you stop or would you rather feel motivated to run even faster?
(If you say the outcome is unclear, what kind of roll would you do to make the decision?)
 

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Surely it depends on the specific nature of group B? Personally, I'd be inclined to run faster, since this just reinforces the fact that we're outgunned. But that's just me.
 


I was thinking so too, but kind of nature makes you more likely to run and what kind of nature makes you more likely to surrender?

At a guess, creatures like goblins, being prone to panic, would be more likely to run. Conversely hard-hearted mercenaries, and especially those who have some leverage with which to cut a deal, would be more likely to surrender, especially now it's been shown that the PCs have means to impede a retreat.
 

It's dramatic and "Hollywood" to shoot at the feet of someone running away in order to get them to stop. I like it. If I were a PC in group B and I had no other options for escape, I'd stop.
 

If your foes are 150 feet away, throwing weapons aren't going to do much good... and if, by some bizzare twist, one of the party CAN hurl something that far, you bet your bippy I'm running AWAY from that guy.
 

Sounds like a Persuasion Check situation. Group A wants to persuade group B to surrender.

Or the DM just rolls a bunch of dice and then ignores them and invents whatever makes the best story.

"Two of them accidentally collide while attempting to dodge your missiles, and fall prone. The rest continue to flee. What will you do?"
 


I always play things like social skills as a little unpredictable... fight or flight responces are like that. so I would say if I thought they should run (witch sounds pretty good in this situation) I would just run....
 

As others have said, it's all very specific to the context of the situation at hand with different variables to consider. For example, how exactly did Group A intimidate Group B? Was it a player simply saying "I want to intimidate them into giving up."? Or was it more specific where a character said something to the effect of "Lay down your Weapons and surrender, do so and we'll let you live?" One of those is more specific than the other and could arguably result in different outcomes. Basically I guess I'm saying that the specific intent of a roll is as important to its result as the actual numbers are.

Now in the case here where Group B is already in flight as a result of the initial intimidation check, I'd probably call for a second check if Group A really wanted them to stop. Perhaps they might even go so far as to kill one or two of the fleeing group rather than simply "aiming at their feet" to get their point across. Regardless, if you're allowing Group A to make an attempt to stop them at all then you've already accepted that they might succeed and simply need to figure out how you want that to play out in the narrative. But if Group B is already fleeing and you see no reason why they would stop, then I simply wouldn't allow Group A to attempt it to begin with.

At the end of the day you have to do what makes the most sense for you. Having a group stop and surrender to a superior force when they can quite likely escape needs to have a reason, even if it's a flimsy one for the sake of having a bit more fun. :p
 

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