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Greatest Hits 2012: Don’t Fight to the Death

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

When PCs get hurt in combat you have two options for staying alive: heal or flee. Monsters don’t usually have the option to heal. They can’t use their second wind like PCs and very few monsters have powers or magic items that will allow them to heal. So when a monster is bloodied and approaching 0 hit points what do you think it’s going to do? Logically the answer should be flee, but if you’re a hardcore gamer you expect it to fight until it’s dead-dead.

This has always been one of those aspects of D&D that seems to make sense initially but makes less sense the longer you play. After all, if the objective of a combat encounter is to kill the monster why would the DM have it try to run away? How can I win if I don’t kill it? But as you play more D&D you start to realize that it doesn’t make sense that every single monster, especially those with high intelligence, would fight to the death.

I guess what it really comes down to is the kind of game you and your DM want to play. If you see combat as a zero sum game where the victors are the only ones left standing than keep fighting every monster until it’s down for good. But if you see victory as one side overpowering the other it doesn’t have to mean all of the other side is completely destroyed. Leaving opponents alive or letting them flee can create new problems down the road but it will add a certain amount of realism that is missing from a lot of games.

From January 4, 2012, Dungeon’s Master once again presents: Don’t Fight to the Death.

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Don’t Fight to the Death

Doesn’t it seem kind of dumb for monsters – or PCs for that matter – to fight until they reach their very last hit point? Don’t any of the combatants in D&D have any sort of survival instinct? What ever happened to the flight part of fight or flight? In most combat scenarios the PCs beat up on the monsters and the monsters don’t back down until they’re dead. Unless the monster has good reason to fight to the end, why would they? The simple answer is that they shouldn’t.

Eventually all battles should reach a point where one side either surrenders or flees. Fighting to the bitter end is just stupid. Yet this is how D&D works. The PCs fight the monsters until one side (most often the monsters) is decimated. In those very rare occurrences when one or two monsters manage to flee the players will often complain that the DM robbed them of a totally victory (at least that’s been my experience). I think that we need to introduce a little bit more common sense into D&D combat and I know just the way to do it.

As it stands the PCs won’t back down because a balanced encounter gives the PCs a very reasonable chance at success. It’s how the game is designed and I’m the first to admit that as a player, I like it this way. Worrying that you PC might die every time they went into battle would make for a very different type of combat system and it absolutely wouldn’t be the D&D we all know today. But what if we made combat a just a little bit more dangerous? And what if, at the same time, we gave more of the monsters the instinctual awareness that they shouldn’t stick around and fight to the death unless they have a really, really good reason to do so? Here’s how we do it.