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"Surrender or Die" Roared the Barbarian - Making the Opponents Surrender
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<blockquote data-quote="Smackpixi" data-source="post: 9562796" data-attributes="member: 7028579"><p>A whole heap of enemies I run, run away or surrender to preserve their lives.</p><p></p><p>why do you need rules to do this? A whole host of the enemies I run will flee or surrender when it’s clearly not going well for them. Beasts will flee after even slight injury unless protecting young or clearly superior. Anything sentient doesn’t want to die, so yeah they surrender or flee if you don’t kill quickly when they’re clearly outmatched. My players don’t get a dungeon full of four goblin rooms, when out matched they run to alert others and mass up against the players. Even then mooks don’t just keep flinging themselves against a superior force Oldboy-style, they see what happened to guys in front of them and say, fork that, and pack it in. The preference is flee, but surrender is also an option. My players know they’ll need a lot of rope to tie surrendering things up. And I use these guys to both reveal and obfuscate plot elements under interrogation.</p><p></p><p>Now, sometimes, for the enemies, the gang/society they’re in makes flight or surrender a fate worse than death, so they’ll fight on. Perhaps in that case, persuasion comes into play, like the baddie doesn’t want to die, but knows if he surrenders, could be bad news for his family, so players would need to convince him that party is going for the big bad and will remove threat to family.</p></blockquote><p></p>
[QUOTE="Smackpixi, post: 9562796, member: 7028579"] A whole heap of enemies I run, run away or surrender to preserve their lives. why do you need rules to do this? A whole host of the enemies I run will flee or surrender when it’s clearly not going well for them. Beasts will flee after even slight injury unless protecting young or clearly superior. Anything sentient doesn’t want to die, so yeah they surrender or flee if you don’t kill quickly when they’re clearly outmatched. My players don’t get a dungeon full of four goblin rooms, when out matched they run to alert others and mass up against the players. Even then mooks don’t just keep flinging themselves against a superior force Oldboy-style, they see what happened to guys in front of them and say, fork that, and pack it in. The preference is flee, but surrender is also an option. My players know they’ll need a lot of rope to tie surrendering things up. And I use these guys to both reveal and obfuscate plot elements under interrogation. Now, sometimes, for the enemies, the gang/society they’re in makes flight or surrender a fate worse than death, so they’ll fight on. Perhaps in that case, persuasion comes into play, like the baddie doesn’t want to die, but knows if he surrenders, could be bad news for his family, so players would need to convince him that party is going for the big bad and will remove threat to family. [/QUOTE]
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"Surrender or Die" Roared the Barbarian - Making the Opponents Surrender
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