- Joined
- Apr 27, 2012
- Messages
- 237
- Reaction score
- 83
- First Language
- English
- Primarily Uses
In an effort to reduce the feeling of "everything is a fight to the death", I've been setting my random encounters to have monsters be significantly more likely to run away as their HP gets lower. The problem I quickly ran into while testing it is that monsters running is intensely frustrating for the player, as they don't get any loot or experience from escaped creatures. Which led me to wondering how other people treat the concept of creatures running from battle. Do you allow it? Why or why not? What other methods could you employ to ensure that not every fight the PCs go through is a race to 0 hit points?
Personally, I've been debating adding a "Pacified" state so that afflicted enemies decrease their loot drops but increase the experience gained from the fight. I also want to make it so the party stills gains some experience from enemies that run away. (No, I don't really have any idea on how to make that work in MV. Any suggestions would be appreciated)
Personally, I've been debating adding a "Pacified" state so that afflicted enemies decrease their loot drops but increase the experience gained from the fight. I also want to make it so the party stills gains some experience from enemies that run away. (No, I don't really have any idea on how to make that work in MV. Any suggestions would be appreciated)


