Fight to the Death


Pathfinder First Edition General Discussion


I have been searching without any luck for a mechanic that would compel a character to fight someone to the death. Is there a mechanic for this?

Sovereign Court

Suggestion "Kill him before he kills you"?

Also the possibility of a custom curse that they view any allies as enemies.

Geas/Quest (and possibly lesser, though they get a save) would also work to make them do it of their own 'free will' or all of their ability scores get penalties up to -12 (to a minimum of 1).

A little less GM-reliant but Jealous Rage could also work though would take some prep.


That's usually the way TTRPG fights go, anyway.


Forbid action (move) - they can't run away.
Murderous command
Deja vu

Those have very limited durations of course.

Shadow trap, entangle or any of a number of spells stop enemies running away for longer.

Confusion (via any of several spells or effects), then have the person they're doomed to fight attack them.

I think there's a spell or two for setting up duels specifically, I'll try to find them when I've got a mo.


Scott Wilhelm wrote:
That's usually the way TTRPG fights go, anyway.

If your opponent is mindless, stupid, or defeated too quickly to retreat, yes. Beyond that, I feel like most situations are just the opposite. Bandits on the road don't fight to the death. Goblins and wargs certainly don't want to die. Simple beasts like bears or whatever definitely don't.

I think the easiest way to pull this off would be to convince both sides that the other side won't stop until someone's dead. Magic would help, but it's not really needed. Just a good Bluff or Intimidate.


Quixote wrote:
Scott Wilhelm wrote:
That's usually the way TTRPG fights go, anyway.

If your opponent is mindless, stupid, or defeated too quickly to retreat, yes. Beyond that, I feel like most situations are just the opposite. Bandits on the road don't fight to the death. Goblins and wargs certainly don't want to die. Simple beasts like bears or whatever definitely don't.

I think the easiest way to pull this off would be to convince both sides that the other side won't stop until someone's dead. Magic would help, but it's not really needed. Just a good Bluff or Intimidate.

My experience of TTRPGs is the opposite. Animals that would normally run away when you raise your arms and make funny noises at or brandish a torch in front of fight to death in in just about every RPG I ever played. Fantasy animals all have rabies, and so do NPCs.

It's just my experience.


Scott Wilhelm wrote:
My experience of TTRPGs is the opposite. Animals that would normally run away when you raise your arms and make funny noises at or brandish a torch in front of fight to death in in just about every RPG I ever played...

I guess that's just yet another aspect of gamemastering that's lacking in most system's books.

How NPC's behave is pretty basic stuff, but it's not usually spelled out very clearly. The idea that a pack of wolves or a roc or a dinosaur would fight to the death (or even fight in the most efficient, aggressive way) is absurd.


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Magic missile makes the target fight to the death, provided you cast it on someone fighting you and it kills them.

Quixote wrote:
Scott Wilhelm wrote:
My experience of TTRPGs is the opposite. Animals that would normally run away when you raise your arms and make funny noises at or brandish a torch in front of fight to death in in just about every RPG I ever played...

I guess that's just yet another aspect of gamemastering that's lacking in most system's books.

How NPC's behave is pretty basic stuff, but it's not usually spelled out very clearly. The idea that a pack of wolves or a roc or a dinosaur would fight to the death (or even fight in the most efficient, aggressive way) is absurd.

Outside of special abilities/effects and general stuff like Diplomacy, NPC behavior isn't really a problem the system is intended to solve, so it's lacking in the way the system is lacking recipes for parsnip pie.


You could use Bestow Curse to cause this behavior. Not fleeing from combat seems less harsh than a 50% chance to take no action each round.


blahpers wrote:
Outside of special abilities/effects and general stuff like Diplomacy, NPC behavior isn't really a problem the system is intended to solve...

Alright, not the system then. The game. Or whatever you want to call it.

It's kind of mind-blowing how little most games actually offer in terms of how to actually run a session. Not stats on traps, not building NPC stat blocks or treasure hordes or garbage Random Encounter/Weather/whatever tables, but actually running the game. Building encounters, adventures, campaigns and settings. Running combats, potraying NPC's. That stuff. The hard stuff. The stuff that everyone needs to know and so many people eff up until their games are a big, confusing frustrating mess.

I've got a theory about gate-keeping and gamemastering, but...okay. I've ranted enough here, I think.

At first glance, I'd say your best bet to making someone refuse to retreat would be Intimidate or the Suggestion spell.


Quixote wrote:
The idea that a pack of wolves or a roc or a dinosaur would fight to the death (or even fight in the most efficient, aggressive way) is absurd.

A pack of wolves that would attack armed humans in the first place isn't realistic.

In my experience, sensible enemies with a strong sense of self-preservation make for unsatisfying fights. After a round or two they realise they're a routine CR-appropriate challenge and surrender or flee. Then the PCs have to kill enemies who aren't fighting back, or let them go.


Matthew Downie wrote:
A pack of wolves that would attack armed humans in the first place isn't realistic.

Okay, fair point. But, I mean, I assume we have to take *some* creative license, somewhere.

I've read about wolves feeding off soldier's corpses until they didn't fear people and recognized them as a food source. And about a town that was literally besieged by hundreds of wolves during an especially harsh winter.
A wolf that's bold enough to attack humans is a pretty standard fantasy staple, thanks to Tolkien.
A wolf that disregards it's own well-being is more of a stretch. Just like a flying, invisible fire-breathing wolf is a bigger stretch than that.

Matthew Downie wrote:
After a round or two they realise they're a routine CR-appropriate challenge and surrender or flee. Then the PCs have to kill enemies who aren't fighting back, or let them go.

Surrender is always messy, yeah. But an encounter isn't over when every potential enemy combatant is dead. It's over when the question the encounter asks has been answered. If the question is "can the party rescue the prisoners from the goblins?" and the PC's wipe out whatever percentage of the goblins you've decided is their breaking point, then the answer is "yes" and you end the encounter. You say "the goblins cast down their weapons and run screaming into the forest. Some of you spend the next few hours hunting your foe, while others tend to the prisoners..." --or whatever. Whether the goblins surrender, flee or fight to the death, the comes a point where the encounter is obviously done,the threat is overcome, and initiative order becomes just so much busy work and tedium.

Zombies fight to the death. Brainwashed cultists with terrible, sadistic masters fight to the death. Maybe a devil fights to the death when facing a paladin who's thwarted it's decades-long scheme.
And hey, a lot of enemies may go from "still in the fight" to "totally dead" before they have a chance to run away.
But if everything acts exactly the same as everything else, that just feels flat. And it doesn't really give you much room to show your player's decisions impact the world.


Even in history, in real life, retreating from an armed enemy was taking a big chance. From individual combat all the way up to army vs. army, the side that breaks and runs gets chased down and attacked from behind. That doesn't mean that it never happens on a battlefield, but intelligent foes know that dropping their weapon and turning their back to an opponent in the middle of a fight is a big risk.


...sure. I don't really see what that's got to do with it, though.
Not everyone who'd ever consider engaging in physical combat would want to fight to their very last breath. Most people/creatures/etc would not. That's my point.

Besides, risk or not, it happens. Obviously. And it's not always about what's intelligent or risk-free. Once moral is low enough, a tactical retreat turns into a full-on blind flight and rout.
And then there's the huge assortment of potential opponents in fantasy that don't think in terms of military strategy at all.
A grizzly bear, for example, run like an actual bear, is not going to close in so it can't be flanked and has the high ground and go after the PC who has abilities that target it's Will save. It's going to...delay it's turn and see what they do. Maybe try to Intimidate them. If they're really determined to avoid all attempts at seeming non-threatening, at using Intimidate themselves, or even just tossing some food at it, it'll charge. But if it's met with stiff resistance, especially ranged and reach weapons or effects it doesn't understand, it'll probably pause shortly after the assault has begun to re-assess the situation. And it'll definitely hightail it out of there if dropped to 50% hp or less. Or maybe just 70%, if it can't get to them. Or it'll fight to the death, if it's cubs are in danger.
Just...you know. Like a real animal.


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morale used to be a mechanic in the game. Any time something scary happened (25% of the creatures were dead, the leader was killed, etc.) the remaining creatures had to make a morale check that was modified by the situation.

I think a lot of DM's didn't bother using the morale system because it wasn't "as much fun" as just having the monsters fight to the death. Plus, it was additional book keeping for the DM. Besides, it's annoying when the group gets jumped by 8 goblins who then start fleeing as soon as a few of them get killed.

These are the Morale rules from AD&D for those who are interested.

Spoiler:
MORALE
Morale checks are used to determine the amount of will to fight in
non-leader NPCs, and can be applied both to henchmen and hirelings of
character types and groups of intelligent opponent monsters (see also
Loyalty of Henchmen & Hirelings, Obedience and Morale). Base unmodified morale score is 50%.

Morale Checks Made When
Faced by obviously superior force___________check each round
25% of party eliminated or slain____________check at +5%
Leader unconscious__________________________check at +10%
50%+ of party** eliminated or slain_________check at +15%
Leader slain or deserts_____________________check at +30%

Other Morale Check Modifiers
Each enemy deserting__________________________________-5%
Each enemy slain_____________________________________-10%
Inflicting casualties without receiving any__________-20%
Each friend killed___________________________________+10%
Taking casualties without inflicting any_____________+10%
Each friend deserting________________________________+15%
Outnumbered & outclassed by 3 or more to 1___________+20%

MORALE SCORES
Henchmen or Associated Creatures:
For each creature take the base morale (loyalty) score and cast percentile dice. Adjust the score for penalties and bonuses, and if the adjusted score is equal to or less than the loyalty score, morale is good. If the number exceeds the loyalty score, the creature will react according to the morale failure table below.

It's confusing but basically if you roll higher than the creature's current morale then they pass the check

Monsters, Intelligent:
Each monster has a base morale of 50%, +5%/hit die above 1, + 1 %/hit
point above any hit dice. If a morale check is required, scoring and
reaction are as stated above for henchmen et al.

MORALE FAILURE
1% to 15% fall back, fighting
16% to 30% disengage-retreat
31% to 50% flee in panic
51 % or greater surrender

The difference between the maximum score needed to retain morale and
the number actually rolled, as adjusted, is the % of morale failure.


So here's my question: how do you run away successfully?

Seriously, think about it: if any 2 opponents are in melee, fleeing causes an AoO. Movement rates are usually consistent, so if both opponents have a 30' then one flees using a Run action to go 90'; you can choose to use a Run action to be right next to them.

Lots of people say that there might be traps in the area but having said traps 1. might affect the retreater as well as the pursuer, 2. the pursuer still has to be affected by said trap so if you set the DC too low or the damage isn't enough to put them down the trap didn't work anyway and 3. traps add to the CR of the encounter

Others have suggested using a spell, but if the retreater fails their Concentration check (easy to do since most enemies have lower casting stats than PCs at the same level) then there's an AoO when they cast. Still others suggest the use of Acrobatics or the Withdraw action, but since that limits your movement the pursuer can more easily catch up to and defeat their foe.

Now there's corner cases where the retreater has a different mobility than the pursuers, like having a Swim speed and diving into water while retreating, but this isn't the case on most retreats. Also there are situations where the retreater is beginning the round at range, but pursuer(s) can simply choose to double move or Run action to catch up to their quarry.

Anecdotally in my games, any time a monster has attempted to retreat it is cut down. I've used Obscuring Mist or Fog Cloud spells, had one enemy try to turn invisible, had flying foes against earthbound PCs and even had a Small sized creature squeeze through a Tiny sized archway. In every instance the PCs have either caught up to their quarry and destroyed them in melee or took them out with ranged attacks/spells.

On the other hand, in 3 games, currently at a total of 12 total levels between the 3 of them, I've had one group attempt to retreat once. When the enemy attempted to pursue they tried a scroll of Glitterdust out of desperation, the gargoyle actually failed it's save, and they proceeded to regroup and destroy the creature in the end.

With all of this... HOW are fights not always fights to the death? The only way I don't see that as a true statement is if the PCs offer their foe some sort of quarter, deal all non-lethal damage or otherwise heal their enemy enough to keep them for interrogation.


Historically (militarily anyways), that is in fact the result. Prior to rules of warfare/modern combat, most of the casualties from combat are in the pursuit phase after the battle, which where you get poetry saying "To run from the foe is death".

The other thing is that the movement rates aren't necessarily the same. Barring PC's in light/no armor (and no encumbrance - which most GM's don't keep good track of), most characters move 20. A monster is rarely encumbered, and if fleeing will drop stuff to run faster, and thus move 30...

Finally, if you want your fleeing NPC's to live, let them have friends nearby that they can flee to. PC's get a lot less enthusiastic about pursuits that result in them running into a whole new encounter (which is by the way, pre-alerted because the flee-er is screaming...) without a) prep, b) healing up from the last one, and c) start with them strung out all over the map in because of their varying movement speeds... (Sure, the rogue and the mage can keep up with the fleeing guy, but the fighter and the cleric are wearing plate mail.)


Quixote wrote:
blahpers wrote:
Outside of special abilities/effects and general stuff like Diplomacy, NPC behavior isn't really a problem the system is intended to solve...

Alright, not the system then. The game. Or whatever you want to call it.

It's kind of mind-blowing how little most games actually offer in terms of how to actually run a session. Not stats on traps, not building NPC stat blocks or treasure hordes or garbage Random Encounter/Weather/whatever tables, but actually running the game. Building encounters, adventures, campaigns and settings. Running combats, potraying NPC's. That stuff. The hard stuff. The stuff that everyone needs to know and so many people eff up until their games are a big, confusing frustrating mess.

I've got a theory about gate-keeping and gamemastering, but...okay. I've ranted enough here, I think.

That sounds like a fun discussion--how to get more people to be able to gamemaster (open the gate) without diluting the experience.


The moral rules were cumbersome and inflexible. Cowardly goblins, hungry griffons and bloodthirsty demons are not going to behave the same way.
I just slap a number on a condition. "When the giant spider loses half of it's hp, it retreats back into its web" or "when the goblins are down to 25% of their starting numbers, they flee".

And again: NOT saying that retreat is always viable. I'm saying that it's something enemies will sometimes do, viable or not.

The fact that retreat is mechanically a terrible option (especially for players) is an issue with the system. Rules for an actual chase scene are much better than "you take the withdraw action. Your enemy charges..."

And as for actual gamemastering, the Angry GM has a treasure trove of articles, and even boiled GM'ing down to three steps for beginnings. That's whe we need to start; narrative structure and pacing, not "here's the Monster Manual XXXIV".


Anthony Jones 194 wrote:
I have been searching without any luck for a mechanic that would compel a character to fight someone to the death. Is there a mechanic for this?

The simplest mechanic is trapping them with no way out. Be it a cull-de-sac, being surrounded, or spells to keep them im place. The Pit spell line is great until dim door or teleport comes online.

/cevah


Mark Hoover 330 wrote:
Others have suggested using a spell, but if the retreater fails their Concentration check (easy to do since most enemies have lower casting stats than PCs at the same level) then there's an AoO when they cast.

No, if you cast defesively, then there is no AoO whether you succeed or fail. OTOH, you do lose the spell and presumably have to wait another round in the situation you were trying to get out of, so it's probably not great news either way.

But the broader point stands: It is easy to say that most fights should not be to the death, but as both a player and a GM it is hard to implement that in practice.

_
glass.


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Quixote wrote:
blahpers wrote:
Outside of special abilities/effects and general stuff like Diplomacy, NPC behavior isn't really a problem the system is intended to solve...

Alright, not the system then. The game. Or whatever you want to call it.

It's kind of mind-blowing how little most games actually offer in terms of how to actually run a session. Not stats on traps, not building NPC stat blocks or treasure hordes or garbage Random Encounter/Weather/whatever tables, but actually running the game. Building encounters, adventures, campaigns and settings. Running combats, potraying NPC's. That stuff. The hard stuff. The stuff that everyone needs to know and so many people eff up until their games are a big, confusing frustrating mess.

I've got a theory about gate-keeping and gamemastering, but...okay. I've ranted enough here, I think.

At first glance, I'd say your best bet to making someone refuse to retreat would be Intimidate or the Suggestion spell.

Pathfinder is a system intended for "High Fantasy" where bad guys are evil, the party are 'good' guys (even when they aren't), and the battles are 'epic'. Retreat has become less and less of a thing as the d20 system goes into each iteration. Actually its made a small resurgence in the APs produced by Piazo where most encounters mention conditions where the monsters will attempt to surrender or flee. Most of the TSR or WoTC published material don't have considerations for such behavior.

And even in the Piazo created material, most of the time the creatures don't survive long enough to flee.

And I think the players are comfortable with that story telling. Dealing with prisoners or letting dangerous monsters flee in order to become a threat to someone else is a concern most players prefer not to have. After all, if you goal is to "investigate the disappearances" and you discover a coven of Hags, even if only one Hag escapes doesn't that mean the job isn't finished? Switch that to a band of goblins, or a lone dragon. While it isn't a threat to the party, it is still a threat to the commoners.


Mark Hoover 330 wrote:

So here's my question: how do you run away successfully?

Seriously, think about it: if any 2 opponents are in melee, fleeing causes an AoO. Movement rates are usually consistent, so if both opponents have a 30' then one flees using a Run action to go 90'; you can choose to use a Run action to be right next to them.

Looking at it this way, you're right, retreat is rarely possible short of magical escape. However, that's not what actually happens. Rather, you have some try to slip away while their side is still fighting. If they can pull this off they generally can't be chased down. However, if too many do this their side will rout. It's still to the advantage of the ones who ran first.

My take on it: Creatures with magical means of disengagement or methods of locomotion they think their opponents don't have will generally use them at 2 rounds to live, based on the damage they have been taking.

Animals will either run immediately upon taking damage (most hunters won't go after something that can actually hurt them--the fact that they got hurt means they underestimated their prey) or will fight to the death as retreating when they get weak isn't viable.

Creatures whose primary role isn't one of combat will generally seek to avoid any combat they didn't plan. At higher levels they very well might have preplanned escapes--multiple times I've used falling block traps, hit a certain square on the floor and the block crashes down just behind the creature rather than on top of it. A pursuer who is close enough might get squashed but the main purpose is to block the passage.

Intelligent foes who can see the battle is going against them may attempt to slip away. The overall force will only disengage in a rout if they realize too many on their side have already left.


Meirril wrote:

...even if only one Hag escapes doesn't that mean the job isn't finished?

...While it isn't a threat to the party, it is still a threat to the commoners

I think this is a significant contributor.

There are a lot of adventures, missions, modules, or whatever where this is the goal.

The job isn't done if the problem isn't dead in these cases.

Shadow Lodge

There is mechanics for running away, whether you like them or not is another issue. The mechanic is called the chase scene.

If you are trying to prevent an opponent from escaping from a combat, then you want to know how they are able to escape, and plan ways to prevent that. Strategize, use your wits and imagination, this doesn't need to be the purview of a rules mechanic.

Players really hate it when enemies get away. This seems to be pretty universal. Most players will chase their enemies relentlessly and feel like they lost, even when they massacred the enemy with little injury to themselves, if one goblin escaped. This is aggravated by bad GMs who only reward xp for the goblins that were killed and not for the escaped ones.


Insapateh wrote:
Meirril wrote:

...even if only one Hag escapes doesn't that mean the job isn't finished?

...While it isn't a threat to the party, it is still a threat to the commoners

I think this is a significant contributor.

There are a lot of adventures, missions, modules, or whatever where this is the goal.

The job isn't done if the problem isn't dead in these cases.

And in those cases, the encounter isn't over until the foe is slain. Because, in those encounters, the question isn't "can the party continue traveling safely?" or whatever, but more something like "can they stop the monster from terrorizing the countryside?"

gnoams wrote:

There is mechanics for running away, whether you like them or not is another issue. The mechanic is called the chase scene...

Players really hate it when enemies get away. This seems to be pretty universal...

This is aggravated by bad GMs who only reward xp for the goblins that were killed and not for the escaped ones.

I haven't taken a look at Paizo's take on the chase scene, but I had to do just this when the PC's decided to high-tail it out of there. Put some distance between you and the foe, then hide/evade/cover your tracks/etc.

I have never once in 17 years had a party who felt like they lost when the enemy broke. Usually because I say something like "...the rest of your enemy throws down their weapons and runs screaming into the forest. Victory is yours."
I think some issues are just assumptions and trends that become so ingrained as to be considered fact. Not at my tablem I want to be able to tell any and every sort of story. Gritty, whimsical, grim, fantastical, light, dark--every shade of every spectrum.
If people get used to a certain trope or concept and struggle to step outside that perspective, that's either a failing on their part, their GM's, or just a somewhat unfortunate outcome that may or may not have consequences. If all you play is Pathfinder, you'll probably be more or less okay. Try to roll and my table and you might get a little culture shock.

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