Remathilis said:
You know your party. 90% of the time, they'll run from Rusty cuz they want to keep their gear. Ergo, the ONLY reason you would put a Rust Monster there is to make them run from the encounter (or surprise you greatly and lightning bolt it, but thats neither here nor there.) So if you can assume with some accuracy that your PCs will almost ALWAYS run from a certain encounter, why place the encounter in the game in the first place? ....
So I ask again? Why pitch a monster you KNOW your PCs will run from?
Well, I for one understand your question, but it is disappointing that this ends up being the case.
What the quote above means to me is that 90% of the time your party does not consist of heroes to begin with, which is truly unfortunate.
Just this last week, running a barbarian, my party encountered a rust monster (we are all 1st level). I charged it (knowing full well as a player what it was, but my barbarian had no clue) and I lost my weapon to it. I then proceeded to pummel it until it stopped moving and then stomped it until it was a puddle for ruining my weapon. I would have reacted the same if I had been 15th level with a magical sword. Reward for actions? I used a club for several encounters until finding a nice master work weapon to replace the lost one.
In a prior game my mid-level paladin threw down his sword, grappled it, lost his magical chainmail to it and held it until the others could kill it with wooden clubs and spears. His reward for his actions? Better magical armor 3 encounters later. Same character, later in his career (about level 17), had to fight a room with about a dozen spectres himself because no other fighters would do so. The brave wizard joined me and in the ensuing battle my character received 8 negative levels (fun huh); 2 became permanent. I finished the adventure and never complained. Reward for action? I received a vision of a holy quest which led to the obtaining of a very nice holy avenger and enough experience to gain a level back. There were several roleplaying perks as well as far as status in the kingdom and the gratitude of priests within his faith.
The best part? Great roleplaying, true heroic actions and DMs who appreciate you acting this way.
As for the last statement above;as a DM my worlds are fairly set and a party can definitely wander into an encounter area that is way beyond their capabilities. I do, however, give them clues so that they should know to run. They find the remains of a party with a spellcaster that has spell components for spells which are higher than the current party has, so they know that if a higher level party was killed here...RUN AWAY!!! I then reward the party, albeit minor, for having the good sense to turn around rather than continue on.
It is possible that perhaps if the party is running away, you as the DM have not given them enough reason to be heroic. Just something to think about.