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<blockquote data-quote="Xetheral" data-source="post: 7985286" data-attributes="member: 6802765"><p>Expanding on Charlaquin's excellent answer, you also need to consider the motives and goals of both sides. The only reason the NPCs should stay put and slug it out is if the NPCs think that's their best tactic to achieve their goals (or survive, if meeting their goals is no longer possible). Given that most encounters in D&D are designed to be winnable for the PCs, NPCs smart enough to realize they are overmatched should rarely want to stand still and duke it out if they have any other options.</p><p></p><p>To give NPCs those other options, consider expanding the scope of your battlefields and starting encounters at longer ranges. (Just be aware that larger battlefields can degenerate into full-cover standoffs just as readily as short-range encounters can degenerate into immobile slugfests).</p><p></p><p>Also, consider dividing the enemies into two groups in the same encounter, with one sacrificial group engaging the PCs directly to buy time while the other groups tries to achieve their objective (which, if sufficiently overmatched, might simply be "run away"). If the PCs engage the sacrificial group in melee they give the other group more operational freedom.</p><p></p><p>Even when the PCs succeed at cornering the NPCs, having doomed NPCs disengage, dodge, or dash while retreating in a desperate (if futile) attempt to escape can make the conclusion of a battle less stationary.</p><p></p><p>Finally, don't be afraid to turn the tables and have an encounter where the PCs' goal is something other than "defeat the enemy in combat" and the opposition is too strong to be defeated anyway. As the weaker side, the PCs will have no incentive to stand and fight and will need to make use of more mobile tactics to accomplish whatever their objective is before withdrawing.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 7985286, member: 6802765"] Expanding on Charlaquin's excellent answer, you also need to consider the motives and goals of both sides. The only reason the NPCs should stay put and slug it out is if the NPCs think that's their best tactic to achieve their goals (or survive, if meeting their goals is no longer possible). Given that most encounters in D&D are designed to be winnable for the PCs, NPCs smart enough to realize they are overmatched should rarely want to stand still and duke it out if they have any other options. To give NPCs those other options, consider expanding the scope of your battlefields and starting encounters at longer ranges. (Just be aware that larger battlefields can degenerate into full-cover standoffs just as readily as short-range encounters can degenerate into immobile slugfests). Also, consider dividing the enemies into two groups in the same encounter, with one sacrificial group engaging the PCs directly to buy time while the other groups tries to achieve their objective (which, if sufficiently overmatched, might simply be "run away"). If the PCs engage the sacrificial group in melee they give the other group more operational freedom. Even when the PCs succeed at cornering the NPCs, having doomed NPCs disengage, dodge, or dash while retreating in a desperate (if futile) attempt to escape can make the conclusion of a battle less stationary. Finally, don't be afraid to turn the tables and have an encounter where the PCs' goal is something other than "defeat the enemy in combat" and the opposition is too strong to be defeated anyway. As the weaker side, the PCs will have no incentive to stand and fight and will need to make use of more mobile tactics to accomplish whatever their objective is before withdrawing. [/QUOTE]
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