[RPG] Ending combat: should I “kill” monsters prematurely

dnd-4egm-techniques

Out of time constraints (my group can generally only meet for 3-4 hours every other week), as a GM I frequently find myself prematurely "killing" off monsters when it seems clear to me that the players have swung the battle to their advantage. To a certain extent this feels like a cheap move, and terribly obvious. Does this lessen the win for players? Having every enemy surrender or flee seems like it would be just as bad. What sorts of techniques do GMs employ when it just seems like combat has gone on long enough?

Best Answer

Consider other "Combat Outs"

Dave "The Game" Chalker has written pretty extensively on his blog about The Combat Out - alternative endings to combat encounters when the result is a forgone conclusion.

The Combat out is:

In a given fight, have alternate means for the combat to end beyond the D&D default “one side is dead.”

His examples:

  • The elven brigands want an item from the PCs, and will focus on the PC with the item. If they can steal it, they’ll run away from the fight with it.
  • The bad guys are a mercenary company. If too many of them are bloodied or killed, they’ll stage a tactical retreat. Alternatively, they respond well to offers of gold pieces.
  • The orc is bossing around the goblins and getting them to fight. If the orc drops, the goblins take parting shots, grab their payment from the orc’s body, and get out of there.
  • The hobgoblins operate as a brave unified fighting force- until there’s only one of them left. Then he pleads for his life to fight another day.
  • The crazed wizard has summoned a group of elementals to help him fight. They are bound to his life force, so if he is killed, they’re banished back to the Elemental Chaos where they came from.
  • The only thing keeping the zombie horde controlled is the will of the vampire necromancer. Stake him, and they begin to attack randomly.
  • Caiphon, the Whisperer in Dreams, destroys the dream world around the PCs. They can’t fight him, they can only hope to escape through the portal… which is being guarded by ravenous beasts.
  • The summoned primordial is bound to a powerful artifact. By severing it from its wielder, the primordial returns to slumber.
  • The demon queen draws her power from multiple portals to abyssal planes. By closing those portals, much of her power is cut off.
  • The flight of dragons is only interested in hit and run tactics. They will not stand and fight, but instead engage, deal out some damage, then fly away.
  • The homunculi are all armed with self-destruct spells, in case their gnomish master is killed.

I use the "summoner dies" pattern all the time. It makes the combat more interesting, especially when your players know you do it - they start to get all tactical about shortening the combat - and you, as DM, have to adapt. For example, make sure your summoner has cover (see My necromancer keeps dying (and can't raise himself)!)

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