Too many TPKs?

In most cases I'd argue for the former. What if the fleeing pcs are just trying to lead the goblins into a trap or an ambush?

Staying in their easily defensible 'home base' makes a lot more sense than running into an unknown open area.

If the pcs have left behind dying (but not dead) party members, the goblins might even be better off to keep them alive to be able to threaten to kill them should the other pcs return.
Eating prisoners can wait until they feel they're safe again.

My goblinoid/giant class type monsters will typically kill, mutilate and eat (parts of) fallen foes, including PCs, as part of their victory celebrations. Human bandits might take PCs for ransom, if that seemed a good tactic and drow in or close to home territory might take them for leisurely torture. Cultists might take PCs for sacrifice. I try not to stretch credibility by keeping fallen PCs alive, though - it's different if they surrendered; surrendering enemies will rarely be killed immediately (except by the PCs!)
 

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Since goblins are weak, cowardly, & disorganised I'd expect that they wouldn't be too keen to risk much pursuit of retreating enemies who still posed a threat; they would rather stay to mutilate & loot the corpses of fallen enemies.

BTW I've seen PCs make a successful fighting withdrawal; falling back to a choke point then holding it until the enemy fell back, giving the PCs a chance to get away.

It's certainly possible for a flight attempt to be unsuccessful for a particular PC; what I'm surprised at is the view that it leads inevitably to TPK.
You read my mind. The only time I will allow a TPK if if the party is being stupid or if they facing a strong threat. Yes, the goblins could easily hunt down the pcs and kill them. The goblins could just as easily be glad they defended their home and refortify for next time. Or they can think they taught the villians a lesson and they won't be back.

Again, I go to DMs thought pattern of me vs them, versus we are all here to have fun. NO one loses any threat if the goblins do not chase down the pcs and have a fairly reasonable reason why they wouldn't.
 

Well, my groups know enough (now) to run away when necessary. They also know that if they stay when things look hopeles... odds are good that it was hopeless.

Plus, I give experience for running away, if it was needed.

Most recently it was a fifth level party against 300(!) zombies. Thirty were fast zombies, the rest the standard shamblers. Thirty was enough to make it a fighting retreat, and let the party feel that they had accomplished something. They did eventually manage to destroy what was causing the undead, but if they had stayed... well, we know how those movies end....

The Auld Grump
 

That's one reason I don't have an issue fudging die rolls during a game. I chose the monsters, how many, etc...

If it spells doom for an entire party... I messed something up and don't have an problem correcting it during play.

My one problem with this is when the party is just not playing up to their potential. I've had groups that just don't work together and compile a good strategy during combat, choosing instead to run around and do their own thing. When the enemy is working together (even cheetahs know how to flank an opponent) and the players are running around like chickens with their heads cut off, I have absolutely no problem in slaughtering them all. Then, when the next party comes along they can see the heads on pikes and use them as a cautious reminder.

Also, that's why we roll dice. If the players crit fail an entire round and I roll max damage on 3 of my 5 attacks, then fate is fate. Now I know that most of us prefer to design encounters where smart players can gain the upper hand on the "bad guys", but sometimes the dice have another outcome in mind that we just cannot see. After all, everyone has a bad day now and again... It just so happens that a player's bad day ends up in death.
 

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