So for the adventure i am trying to write for tis weekend there will be a attempted bank robbery with the super villains escaping to be tracked back to their lair for a harder fight. (like you do)
What is the best/most fair way to run this?
Let them all got to 0 health and then say “but then they escape”
have them flee when at >10 health?
some other option?
this bad guy group have deception/ misdirection schtick so i would not feel as bad about “you did everything right and thought you won but no” but still it seems a not great thing to do as a GM