Enemy will flee at X HP?


Advice


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

Is there an official way to handle enemies that flee from battle at a certain threshold of damage? Specifically, in modules and scenarios, where the enemy ceases to be relevant. Is it instant as if a reaction or is it supposed to be using its next turn? Does this effect XP, as if the enemy were defeated? Am I supposed to hint that the enemy is no longer a threat or be more blatant?

Similarly, in at least one module (no spoilers) there is a late, optional fight that players can trigger, that has a "surrender or flee" threshold as well. Would a surrendering enemy follow those same rules? (To repeat: instant? XP? hint or declare?)

The ending encounters section doesn't go into details on that, just how to handle pursuit and attacking a fleeing target. I'm not sure if this section was intended for modules; it seems more relevant to self-made encounters.

Liberty's Edge

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An enemy who flees must use its action to do so unless it specifically has a Reaction listed that serves that purpose. So they'll use their actions to flee in the most efficacious manner they can on their next turn.

In terms of xp, you get that for overcoming obstacles...a foe that flees has definitely been overcome, so you 100% still get it outside some very niche circumstances (ie: if the goal was specifically to capture them then you wouldn't...but the adventure would say that and most adventures don't).

As for how obvious it is...that's a GM call on fleeing. I'd make it pretty obvious, but there's no actual rules one way or another.

The enemy's surrender gets you full xp as well, but just saying things is generally considered something you can do out of turn (PCs often do this as well), so they can probably do it the instant their HP hit the required number, making it instant and thus pretty obvious.


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This decision is part of why there is a human GM for every game.

A hard and fast "this enemy flees at 20% HP" doesn't work for all situations.

Whether healing is readily available, and the state of the party that is attacking the monsters, and how quickly the players deal the damage, and many other extenuating circumstances make it something best left to the GM to make a judgement call.

For example, if the wizard obliterates the leader of the bandits with a cantrip on the first round of combat, then the rest of the bandits waiting until they are on 25% up or until 75% of the bandits are dead is waiting waaaay too long - by the time they reach those numbers when that badly overmatched it is too late to escape.

In another example, if the hobgoblin reaches 10 HP but there is a hobgoblin healer up soon and the players are all severely hurt, it may be too soon for that hobgoblin to retreat.

The GM should make an assessment based on how the monster would perceive the situation, then decide whether the monster retreats or keeps fighting.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition Subscriber

I just wanted to make sure I'm running the modules right. I'm glad to hear that I hadn't screwed up fleeing. It was reading about a possible surrendering NPC that got me worried. I wanted to make sure that I am doing what the character would logically do by the rules and not come off as trying to "save" the NPC.

It helps that so far the scenarios and modules haven't had a healer present for this situation.

Thanks, guys.


Depends the enemy.

It has to be noticed that sometimes you will even find braindead enemies on AP ( in EC is full of enemies which fight till death because reasons ).

I mean, the book itself tells you that those enemies will fight till death, so they won't flee at all.


I always have enemies flee using their own actions. I will have an enemy flee if the adventure calls out a morale aspect to the battle, otherwise I’ll have the enemy stand and fight. My experience is that players like to finish off enemies and view an escaping enemy as a huge loose end, even though typically a fleeing enemy is written off completely and flees just to avoid the tedium of having to make a variable number of additional attack and damage rolls to close out a battle whose conclusion is guaranteed.

I also feel like if you are planning on having a whole fight end, Encounter rules aren’t the way to do it. Fleeing is for when most enemies are still fighting and THAT one enemy is running. If the whole fight ends, stop encounter mode and go back to exploration mode. Narrate that the enemies who are left are overcome by panic and route. Ask the players what their response is, and as normal for exploration mode go around the table and let each player decide. Some will chase to secure kills, others will stop to attend to the wounded, etc. then your chase rules apply. The bloodthirsty player will have to roll to see if they catch an enemy, let them simply finish off anybody they catch. If they continue to pursue, the adventure changes to be about how to handle having the party running all wildly nilly. The environment changes how that works too. Chasing in wilderness can go on a long time. Chasing in confined dungeon with another troupe of enemies 50 feet away will likely trigger another combat.

Grand Lodge

Unless I am running organized play and therefore don't have as much table authority, I really don't care what the module says for enemy morale, I use my best judgement. Would these critters logically flee or fight to the death? Generally speaking, XP for encounters is based on defeating/overcoming them not simply for slaying the bad guys. If they flee you might miss out on some loot, but XP should rarely be affected by the enemy's morale. Doing so, can inadvertently push your players into murder-hobos or other actions that may not be good for the campaign.

OTOH, an escaped enemy is one that could possible be a problem in the future if they rally/regroup with their allies. Nobody likes to have to fight the same enemies multiple times so be careful how much running away your baddies do and how often they make another appearance. Again, it could encourage PCs to be unforgiving towards all enemies and spoil future opportunities for questioning, deception, etc.

Grand Lodge

Personally, I usually have enemies flee when it is clear (to the enemy) that there is no chance for victory. I Don't believe most creatures or sentient beings are willing to sacrifice their lives without a good cause.

Common exceptions for these are summoned creatures, undead, and constructs.

Game play wise, once the encounter has lost it's tension, it doesn't make sense to drag it out.

I very rarely have these escaped enemies return. They already lost to the party once and aren't anxious to repeat.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Fleeing is movement, and thus can generally only be done on their turn. However, SURRENDERING only really requires a statement of intent via Speaking which, if done quickly, can be done out of turn.

POSSIBLE EXAMPLE:

GM - And with that mighty blow, the goblin chief loses all confidence in his victory, and declares his surrender.

PC - Is he still armed?

GM - Yes, but he is clearly lowering his weapon. He only needs complete the action on his turn to fully disarm. Is everyone good with ending the combat encounter here then, or would someone like to continue taking combat actions?

PCs - Sure. That's fine with us.

GM - So, now that you've defeated the goblin chieftain, what would you like to do with your prisoners?

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