tag:blogger.com,1999:blog-2624244242117701070.post3152841015538540829..comments2024-02-05T03:35:05.363-05:00Comments on Reality Refracted: Surrender!A.L.http://www.blogger.com/profile/05306497273874881493noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2624244242117701070.post-3033550353251160582013-03-19T15:00:55.979-04:002013-03-19T15:00:55.979-04:00Once again, great post. As a GM, not something I ...Once again, great post. As a GM, not something I was thinking about.<br /><br />I have to say I like the set guideline of bad guys might run away after leader or certain % of them are killed. May have to try that & see if it's too much paperwork.Anonymoushttps://www.blogger.com/profile/18268667431136197733noreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-39065295600624060162011-09-28T10:43:30.747-04:002011-09-28T10:43:30.747-04:00For systems where XP is based around winning encou...For systems where XP is based around winning encounters, your comment is absolutely necessary. Just because some of the bad guys ran doesn't mean the encounter was easier.<br /><br />The other fun thing you can do with runaways is have those guys show up later with more people to try again. Granted when that happens you need a good reason, but it can still be fun and you can get a lot of A.L.https://www.blogger.com/profile/05306497273874881493noreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-22345923037360921842011-09-28T09:44:35.291-04:002011-09-28T09:44:35.291-04:00I found a house rule for getting PCs to surrender ...I found a house rule for getting PCs to surrender in 4ED&D that said something along the lines of "If half the group is killed, or if the leader is taken out, each enemy makes a morale check at the beginning of his/her turn against a DC10 to see if the enemy flees. If the check fails, the enemy immediately drops its weapons and runs to its closest allies. On a success, the enemy will Broken Fingerprintshttps://www.blogger.com/profile/01795549438342106742noreply@blogger.com