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General Tabletop Discussion
*TTRPGs General
The Player Psychology of Fleeing Villains
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<blockquote data-quote="Iron Sky" data-source="post: 5674784" data-attributes="member: 60965"><p>This makes me think of my 3.x rule: when I rolled treasure for an intelligent monster, they were <em>using</em> it. For expendables, I gave the monsters "ghost consumables" equal to the consumables present. For example, if a monster had two healing potions for treasure, he'd have two that he could use and when he was defeated, there would be exactly two left on him.</p><p></p><p>I actually had an experience of the "kill on flee" phenomena tonight. Two melee characters were fighting some Githyanki in the streets while the archer was on the rooftops dueling with a couple Gith psychics. Even though on the street level things were pretty dire (fighter went negative with ongoing damage), the archer chose to shoot at some near-dead running enemies rather than the ones on street level that were still fighting.</p><p></p><p>I wonder if part of it has to do with video games where you get the XP only when the bodies hit the floor - if they run, you've "missed out". Heck, when I was playing Deus Ex 3 the other day, I knocked out two guards that were worth 0 xp just so I could hack the alarm panel behind them since I'd get 50xp for it (I'm admittedly somewhat OCD when I play CRPGs though).</p><p></p><p>In RL, in most ancient battles, the majority of casualties inflicted were when one side or the other routed - there were surprisingly few losses during the actual fighting for various reasons, but once an army broke it was a slaughter.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5674784, member: 60965"] This makes me think of my 3.x rule: when I rolled treasure for an intelligent monster, they were [I]using[/I] it. For expendables, I gave the monsters "ghost consumables" equal to the consumables present. For example, if a monster had two healing potions for treasure, he'd have two that he could use and when he was defeated, there would be exactly two left on him. I actually had an experience of the "kill on flee" phenomena tonight. Two melee characters were fighting some Githyanki in the streets while the archer was on the rooftops dueling with a couple Gith psychics. Even though on the street level things were pretty dire (fighter went negative with ongoing damage), the archer chose to shoot at some near-dead running enemies rather than the ones on street level that were still fighting. I wonder if part of it has to do with video games where you get the XP only when the bodies hit the floor - if they run, you've "missed out". Heck, when I was playing Deus Ex 3 the other day, I knocked out two guards that were worth 0 xp just so I could hack the alarm panel behind them since I'd get 50xp for it (I'm admittedly somewhat OCD when I play CRPGs though). In RL, in most ancient battles, the majority of casualties inflicted were when one side or the other routed - there were surprisingly few losses during the actual fighting for various reasons, but once an army broke it was a slaughter. [/QUOTE]
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