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- {
- "breadcrumbs": [
- "Chapter 10: Game Mastering",
- "Running Modes of Play",
- "Encounters"
- ],
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- "markdown": "<title level=\"1\" right=\"Rules\">[Ending Encounters](/Rules.aspx?ID=515)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order. The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.\n\n You can decide a fight is over if there’s no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they’re concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle’s over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board.\n\n One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there’s a surrender, come out of initiative order and enter into a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn’t have much leverage in these cases, so avoid long back-and-forth discussions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-516\" />",
- "name": "Ending Encounters",
- "next_link": {
- "label": "Social Encounters",
- "url": "/Rules.aspx?ID=517"
- },
- "previous_link": {
- "label": "Bypassed Encounters",
- "url": "/Rules.aspx?ID=514"
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- "rarity": "common",
- "release_date": "2019-08-01",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters\r\n</additional-info>",
- "source": [
- "Core Rulebook"
- ],
- "source_raw": [
- "Core Rulebook pg. 494"
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- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>",
- "speed": {},
- "text": " Ending Encounters Source Core Rulebook pg. 494 4.0 A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order. The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival. You can decide a fight is over if there’s no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they’re concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle’s over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board. One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there’s a surrender, come out of initiative order and enter into a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn’t have much leverage in these cases, so avoid long back-and-forth discussions. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=515",
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- }
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