Do enemies always fight to the death? Some thoughts through editions and my experiences. As the title says i only cover the putting the fear in them aspect. By all means try Diplomacy first if you wish or sneak around if you can.
Second edition has Morale rules. Lists of check triggering events is presented (25% of attacking force lost, facing a superior force,... etc). The DMG speaks of not having to defeat each monster giving an example that it is at least if not greater achievement to convince the pillaging dragon to move on, rather then chop him into dragonburgers.
My Experience: I run mostly modules during my short time playing. If the adventure told me to check Morale I did, but neither me nor my players tried to use those rules most of the time.
Third Edition. The Intimidate Skill. “Make a bully back down” Target 10+HD (+fear modifiers)
My experience: There was a summer during which my regular group was busy with work, classes life in general. So I got a two, new to the hobby, person team that did not mind experimenting with in the rules. One player had gotten the Savage Species for cheap and played a monster character (Moon dog). The other, with my help, build a character build around the intimidation rules (Fighter/Sorcerer/Tainted Warrior [PrC from Dragon 302]). In play it work to everyone's satisfaction, the PC were durable but not very suited for prolonged combat. In fact they were a bit underpowered in that aspect. The duo modus operandi consisted in getting in and out fast fighting only what they must, that is things that could not charm or scare away. It became a game within the game for them to disguise themselves (change self, hat of disguise) and hype up their own reputation. They have a fearsome reputation, because they leave survivors. ("To the Pain!”). Well, not really. The campaign really played on misinformation and how rumors are generated. As one the players even put it (in character) “You try to intimidate one lesser demon and suddenly everybody things you torture major ones for fun!” (and yes it did earn him a RP reward, he said it with such indignation...)
Fourth edition. Intimidate skill as well. “Force bloodied target to surrender” can be used against a group, with individual checks.
My experience: So far I have not run or played in a situation where a PC had taken advantage of this. But reading through the Essentials warlock, Hexblade with Infernal pact, it seems that it is feasible to build a character who is good at making enemies surrender.
Potential positives: spice out encounters, players do not always have to take the bloody and choppy way of conflict resolution. Overall time spend on individual combat can be shorten reducing the feeling of “grind”. Interacting with prisoners makes them feel more real (immersion)
Negative: Players may start trying this every time in hope that they will roll that twenty with little to loose. If the retreating enemies take (most) their stuff with them the party may become underpowered from equipment standpoint.
The way I handle it: A win is a win, the party gets the experience. Pre-combat intimidated creatures with try to move out (and take most of their possessions) and depending on their nature may go get couple of their friends or go warn the big bad. After all while they are scared of the PC they are working/living where they are found for a reason. In other words either it is their home or they are following somebody more powerful from respect or fear.
Also such behavior will not make you many friends. Intimidated creatures are usually hostile towards the PCs regardless of the check outcome. Though I have thrown the “unwanted followers” situation couple of times- “You pwned big boss! Now you big boss!.” It makes sense in cultures where personal power is the qualifier of leadership. ( [ame]http://www.youtube.com/watch?v=9WtL3Wpcp7I[/ame]
)
On the mechanical side I try to curb the over optimization, taking a feat to help you with this is OK this is after all the particular character shtick, taking an unbalanced magical item ( 3.5 Crystal Mask of Dread (+10 to Intimidate checks) is not.
What are your experiences and views?
Second edition has Morale rules. Lists of check triggering events is presented (25% of attacking force lost, facing a superior force,... etc). The DMG speaks of not having to defeat each monster giving an example that it is at least if not greater achievement to convince the pillaging dragon to move on, rather then chop him into dragonburgers.
My Experience: I run mostly modules during my short time playing. If the adventure told me to check Morale I did, but neither me nor my players tried to use those rules most of the time.
Third Edition. The Intimidate Skill. “Make a bully back down” Target 10+HD (+fear modifiers)
My experience: There was a summer during which my regular group was busy with work, classes life in general. So I got a two, new to the hobby, person team that did not mind experimenting with in the rules. One player had gotten the Savage Species for cheap and played a monster character (Moon dog). The other, with my help, build a character build around the intimidation rules (Fighter/Sorcerer/Tainted Warrior [PrC from Dragon 302]). In play it work to everyone's satisfaction, the PC were durable but not very suited for prolonged combat. In fact they were a bit underpowered in that aspect. The duo modus operandi consisted in getting in and out fast fighting only what they must, that is things that could not charm or scare away. It became a game within the game for them to disguise themselves (change self, hat of disguise) and hype up their own reputation. They have a fearsome reputation, because they leave survivors. ("To the Pain!”). Well, not really. The campaign really played on misinformation and how rumors are generated. As one the players even put it (in character) “You try to intimidate one lesser demon and suddenly everybody things you torture major ones for fun!” (and yes it did earn him a RP reward, he said it with such indignation...)
Fourth edition. Intimidate skill as well. “Force bloodied target to surrender” can be used against a group, with individual checks.
My experience: So far I have not run or played in a situation where a PC had taken advantage of this. But reading through the Essentials warlock, Hexblade with Infernal pact, it seems that it is feasible to build a character who is good at making enemies surrender.
Potential positives: spice out encounters, players do not always have to take the bloody and choppy way of conflict resolution. Overall time spend on individual combat can be shorten reducing the feeling of “grind”. Interacting with prisoners makes them feel more real (immersion)
Negative: Players may start trying this every time in hope that they will roll that twenty with little to loose. If the retreating enemies take (most) their stuff with them the party may become underpowered from equipment standpoint.
The way I handle it: A win is a win, the party gets the experience. Pre-combat intimidated creatures with try to move out (and take most of their possessions) and depending on their nature may go get couple of their friends or go warn the big bad. After all while they are scared of the PC they are working/living where they are found for a reason. In other words either it is their home or they are following somebody more powerful from respect or fear.
Also such behavior will not make you many friends. Intimidated creatures are usually hostile towards the PCs regardless of the check outcome. Though I have thrown the “unwanted followers” situation couple of times- “You pwned big boss! Now you big boss!.” It makes sense in cultures where personal power is the qualifier of leadership. ( [ame]http://www.youtube.com/watch?v=9WtL3Wpcp7I[/ame]
)
On the mechanical side I try to curb the over optimization, taking a feat to help you with this is OK this is after all the particular character shtick, taking an unbalanced magical item ( 3.5 Crystal Mask of Dread (+10 to Intimidate checks) is not.
What are your experiences and views?
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