Surrender != death (Forked Thread: Intimidate in combat)

Wow... what kind of players do you play with there? I've never seen a game where the players executed surrendered opponents.
I could ask you the same. :)

In all my years of gaming, with many, many, many groups, with many, many, many game systems, the usual M.O. with captured monsters is....to kill them. (Or passing them off to the local constabulary to be killed....same difference.)

It takes alot of GM mojo (and Plot Power!) to reverse that tendency.
 

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I could ask you the same. :)

In all my years of gaming, with many, many, many groups, with many, many, many game systems, the usual M.O. with captured monsters is....to kill them. (Or passing them off to the local constabulary to be killed....same difference.)

It takes alot of GM mojo (and Plot Power!) to reverse that tendency.

I don't know how to answer that. I've just never seen that happen. I mean, if that was the M.O. then it seems like monsters wouldn't generally ever surrender (unless they were very dumb and gullible).

In fact, one of the last times players used intimidation on an enemy, our Warlock sparred a kobold and commanded him to go and do no more harm to the civilized folk. She bluffed it into believing that if he broke this commandment, that her curses would find him and make him regret ever breaking his word.

If I hadn't of moved across the country... my plan was to bring him back one day, as a Kobold who was an aspiring hero trying to follow in the footsteps of that warlock who made such an impression on him. ;-)
 

And see NOMan, if you just kill all who surrender to you, you won't have to deal with pesky, crappy kobold sidekicks.

I think we all learned a valuable lesson here today.
 

And see NOMan, if you just kill all who surrender to you, you won't have to deal with pesky, crappy kobold sidekicks.

I think we all learned a valuable lesson here today.

Oh, he wasn't going to be a sidekick. When I talked about bringing him back, it would be just to see him again, not to join them.

Actually I made sure he scurried off before the party got a chance to consider such a thing. ;-)
 

I could ask you the same. :)

In all my years of gaming, with many, many, many groups, with many, many, many game systems, the usual M.O. with captured monsters is....to kill them. (Or passing them off to the local constabulary to be killed....same difference.)

It takes alot of GM mojo (and Plot Power!) to reverse that tendency.

Same thing I've seen. My minotaur warlord intimidated a kobold into surrendering very early on in KotS, and the bugbear rogue shived the minion before I even got a chance to start asking questions. And when we came across Splug, my warlord just casually lopped off his head after we'd finished with our questions. We weren't about to let that sneaker try and get his chief's favor back by ratting us out. I'm generally not in favor of such a bloodthirsty approach *though it's rather in-character for my warlord* but the rest of the table has made it pretty clear they just don't want to deal with the headache of prisoners in that campaign. Now, if they try that sort of thing when I'm DMing my Eberron campaign, they're more liable to regret it. Different sort of world, different social environment.
 

In all my years of gaming, with many, many, many groups, with many, many, many game systems, the usual M.O. with captured monsters is....to kill them. (Or passing them off to the local constabulary to be killed....same difference.)

It takes alot of GM mojo (and Plot Power!) to reverse that tendency.
Luckily this doesn't reflect my experience at all. I wonder if this is because none of my players was introduced to roleplaying with D&D?

The 'kill monsters and take their stuff' approach is a bit problematic if you're interested in a game dealing with moral dilemmas from time to time.
 

Hmm...

@Nail et al.: If in your campaigns monsters who surrender are always killed, it seems clear to me that they would stop surrendering pretty quickly. Of course, if your PCs constantly move from place to place, outrunning their reputation, or just do dungeon crawls where the slaughter has no consequences, then I agree with you allowing the party to end entire combats through intimidate would be overpowering... at least 'on paper'. Still, I would think that as soon as a witness escapes to tell the tale, the tactic will no longer work at that adventure site.

If you view it as a way for the party to end a combat that they're winning anyway, however, then maybe it's just a way for the party to keep the story moving and get through more encounters in a session? Do you feel the party has not 'earned' their XP if they only get through 2/3 of the combat round by round, then use a skill check to truncate the grind? I would make it very difficult for the party as a whole to intimidate all the monsters in the encounter at once, unless the monsters were already clearly losing (or thought they would lose).

----

On a more general note, there is a philosophical gap in this conversation that we probably won't be able to bridge. Some people feel that when the party enters combat, they enter a sub-game where only 'power cards' are allowed to affect monsters and the only exits are victory or death. Outside of combat, obstacles are to be overcome using skill challenges or possibly role-playing.

Personally, I am more comfortable with a game where the border between combat and role-playing is fluid or non-existent. I think players should be able to transform a combat challenge into a role-playing challenge in some circumstances, for example:
*ambushed by bandits, after 2-3 rounds of combat while the party is trying to avoid killing, the cleric manages to convey to the leader that the party was coming to negotiate with a certain NPC wizard in the outlaw band.
*A nasty bar fight breaks out, but a PC manages to organize it into a more civilized wrestling match.
*The party wizard receives a telepathic message that the Frixian ambassador is really an assassin, who will try to kill the king during negotiations. Passing the word to his colleagues, the party jumps up during a diplomatic meeting and attempts to capture the spy.

Would everyone consider these reasonable situations that D&D should be able to handle? The first two clearly involve one PC using diplomacy while the others are fighting, to change a combat scenario into a noncombat scenario. In the third, a non-combat scenario (perhaps a skill challenge that the DM has put great thought into) is interrupted by the party and gives way to combat.

Furthermore, Intimidate isn't the only skill with combat uses--consider Bluff! This is an at-will power for rogues to gain combat advantage against their opponent. Too powerful? As for the other skills, the DMG explains how clever stunts with athletics, acrobatics, or whatever the player can justify should have an effect on combat--if the player meets a certain DC, they can even do damage on the scale of an encounter power.

So I put it to everyone listening that (1) skills are meant to be used in combat, not just in skill challenges; (2) the players should and do have the power to change the arena of a conflict from combat to role-playing and back again, using player skills and their own creativity; (3) yes, monsters/NPCs have a similar ability.

If a black dragon has the party on the ropes, wouldn't they accept an offered truce? That doesn't mean they will stand by and meekly let the dragon slaughter them if the encounter turns back to combat. Likewise, while a monster or NPC may stop fighting due to an Intimidate check, their withdrawal is always provisional--for the moment--until I can get the jump on you!

So when the party intimidates a bunch of monsters to end an encounter early, it is merely a storytelling convenience to do away with the last few rounds after victory is almost assured. When a single PC intimidates a single monster, they still have to deal with that monster--if it runs, it may come back (and soon!), or run off to bear news of the encounter to allies; if it drops its weapon, a PC will still have to guard it, etc. So that situation is more akin to grappling--it might take a PC and a monster out of the fight.

All right, I think that's enough for now. To sum up--Intimidate might be too powerful an option in some campaigns, but I have trouble thinking of situations in my own campaign where it would cause problems.

Cheers,
Ben
 

Luckily this doesn't reflect my experience at all. I wonder if this is because none of my players was introduced to roleplaying with D&D?

The 'kill monsters and take their stuff' approach is a bit problematic if you're interested in a game dealing with moral dilemmas from time to time.

I don't think that's it. I was introduced to roleplaying through D&D, and so were the majority of the players I've played with that I referenced earlier. Our games have always involved moral dilemmas and hard decisions. Roleplayed decisions were always important to us. We just never played it strictly as kill them and take their stuff.

What's funny is that when we got a new player that would play the game in the way some of you seem to describe, we thought of them as an anomaly, and not really what D&D was about and we usually didn't continue to play with them. Now maybe I wonder if we were the anomaly. :p

I actually talked to one of the guys I regularly played D&D with over the years, and happened to mention this thread. He was surprised that it was so common for players to execute their prisoners.
 

Interesting discussion!
@Nail et al.: If in your campaigns monsters who surrender are always killed, it seems clear to me that they would stop surrendering pretty quickly.
How would anyone know? Isn't it usually the case that all enemies engaged in battle fall in battle?

As a general question to everyone: "Do you find that at least one enemy escapes from most battles? Or are they all killed?"
Furthermore, Intimidate isn't the only skill with combat uses--consider Bluff!
Bluff doesn't allow a PC to remove an enemy from combat.

If a black dragon has the party on the ropes, wouldn't they accept an offered truce?

An interesting omission. Do you see it?

Intimidate says "surrender", not "accept an offered truce". So when a DM uses intimidate, it's a truce in which the PCs won't get "meekly slaughtered". But when PCs use it, it's "surrendered"?
Likewise, while a monster or NPC may stop fighting due to an Intimidate check, their withdrawal is always provisional--for the moment--until I can get the jump on you!
I think you'll find the OP (of the orginal thread) was claiming "surrendered" did not mean "hold on to weapons, and fight again if the opportunity presented itself".
 


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