A wolf tears an adventurer from horseback, leaving the adventurer at 1 HP. A mind flayer death-lord looms over an unconscious adventurer with brain drill raised high. Some decisions confront the referee. Have the next wolf attack the unhorsed? Crack open that skull?
Ruthless actions can sometimes feel like an arbitrary referee choice, even if demanded by best move game logic. Considering the integrity of the imagined world, objectives other than pure ruthlessness may make more sense. For example, in the wild predators often attempt to separate the weak from a herd, withdrawing from combat with a prize, rather than following the completion-oriented impulse of reducing all opponents to zero hit points. In the context of a game, however, avoiding scorched earth can sometimes read as a pulled punch.
Conversely, the strongest game move can sometimes feel like the referee (rather than the integrity of the game world) has personally decided to kill your character in particular, even if it really does make the most sense in the game world context, unless the referee makes decisions in the same way for all opponents. This is because, as a matter of psychology, given incomplete information people infer intent from behavior. Also suboptimal.
Ideally, there will be some ruthless opponents, some merciful opponents, some strategic opponents, and some inscrutable opponents. As a referee, it is all too easy to fall into patterns. You might find all your opponents acting like they are playing battle chess or that adventurers keep getting captured.
Below are several approaches to determine opponent ruthlessness impartially.
Generally speaking, my principle is to follow the thread of imagined necessity until some aspect becomes uncertain and then call for a roll. And that is the way I would see deploying any of these approaches, probably transparently and with the player rolling the dice.
Situation-Agnostic Behavior Table
Roll d6:
- Vindictive sadistic gleeful viciousness
- Continues attacking the adventurer with intent to kill
- Changes target, attempts to attack a different adventurer
- Attempts to capture or restrain adventurer
- Maintains hostility, but switches to display of aggression/intimidation
- Objective met, cautious retreat (maybe something spooked the opponent?)
Reaction Roll
Make a reaction roll, using whatever system your base game chassis provides. Here are the classic outcome bands from B/X (page B24):
Monster Reactions
- 2 Immediate Attack
- 3-5 Hostile, possible attack
- 6-8 Uncertain, monster confused
- 9-11 No attack, monster leaves or considers offers
- 12 Enthusiastic friendship
You would need to reinterpret these dispositions relative to the question of whether the opponent fights with maximum intent to kill or not, but that should be an easy exercise for the reader, and has the advantage of reusing a system.
Charisma Test
Call for the player of the threatened adventurer to make a charisma check. Failure means focused fire, attack to kill, whatever. Success within four points means continued attack but letting up or switching targets. Success by more than four points means the opponent has made a point and is looking for an out. Set the DC (if that is a thing in your ruleset) based on how mean the opponent is.
In addition to persuasiveness, charisma also represents force of personality, confidence, and so forth, attributes that may dissuade attackers both animal and intelligent. There were cougars in the hills where I grew up, and if you encountered a cougar the best approach was supposedly to stand still and make yourself as big as possible. I never had to test that, but I imagine that standing tall in the face of a wildcat would take some charisma.
Thanks for this! This goes on my screen.
Here’s my attempt to generalise this:
BEHAVIOUR AT DECISION POINTS
These tables can determine e.g. how an enemy behaves when it is at the point of killing a PC.
_Random version_
1 Sticks doggedly / enthusiastically to current plan (e.g. keeps attacking current opponent until death)
2 Persists with current plan but weighs up options (e.g. keeps attacking current opponent until risks outweigh benefits)
3 Changes short-term method (e.g. attacks a different opponent, switches to non-lethal combat)
4 Changes plan completely (e.g. offers parley)
5 Gets distracted / loses interest (e.g. wanders off)
6 Panics (e.g. runs away)
_Player-driven version_
If a player takes action to sway the creature’s behaviour, they can make a Charisma-based skill check:
DC 0 Sticks doggedly / enthusiastically to current plan (e.g. keeps attacking current opponent until death)
DC 8 Persists with current plan but weighs up options (e.g. keeps attacking current opponent until risks outweigh benefits)
DC 12 Changes short-term method (e.g. attacks a different opponent, switches to non-lethal combat)
DC 17 Changes plan completely (e.g. offers parley)
DC 22 Gets distracted / loses interest (e.g. wanders off)
DC 25 Panics (e.g. runs away)
In terms of the wolf situation:
1 = keeps attacking until victim is dead
2 = keeps attacking victim until threatened by something else
3 = attempts to drag victim away while it is still alive
4 = switches to hunting a forest animal or goblin
5 = stops attacking, leaves stealthily
6 = runs away