Pro tip. NPC want to live too offers more alternative to combats, make the one happening more interesting.
The Borg games have a whole morale rules to let the NPC flee, but this can be managed based on what makes sense story wise
Pro tip. NPC want to live too offers more alternative to combats, make the one happening more interesting.
The Borg games have a whole morale rules to let the NPC flee, but this can be managed based on what makes sense story wise
In a high level campaign I ran, I took the design philosophy that the villains were supernatural (e.g, dragon or lich), the average npc was weak (level 3 or less), and the characters were once-in-a-1000-years heros (level 10-20).
Every now and then they would have an obstacle involving regular humanoids or the local government and they had the option of just steamrolling everything (even whole platoons). It provided a great contrast to the magic-boss death matches and let the characters really feel special.
It also drove home that they were the only ones who could save the day.
Reminds me of the smartest Batman goon.
I would expect the enemies to be extremely cowardly given that they live in a universe where hell exists.
DMed a game where an otyugh dragged a PC into it's trash pit. Bit of a Death Star trash compactor scenario. But he got out and the party beat the otyugh within an inch of its life before it retreated.
When the party passed by the same pit, I described one the otyugh's eyestalks sticking out before it Noped back under.
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