Also, some new homebrew!
I figure I need to codify some concrete rules about encounters.
4. Enemies who surrender or are knocked out give full XP as if you killed them. Enemies who flee the battle alive after failing a courage check, give 1/2 XP-you can still reclaim the remaining XP by hunting them down and killing or subduing them, and they will not attempt to engage your party any longer-however they will attempt to defend themselves if backed into a corner.
5. Using monster morale for some encounters. All critters have two numbers-the first number is aggressiveness and the second is courage, or how likely they are to keep attacking. They will check aggressiveness to decide if they engage the party directly (attack you without warning-this doesn't mean they won't engage you first in other ways, maybe just telling you to surrender and file toward the slave pits), and check courage to continue fighting after suffering setbacks. They fail if they roll under these numbers.
Courage checks are
-Being reduced to half HP, and taking any hit after that
-Losing half the numbers of their original group
-Being hit by a fear inducing spell or ability, such as being intimidated, with less than full HP.
-Losing their leader or whatever object they were fighting for
-Arrival of hostile reinforcements/battlefield conditions greatly changes/surprises/etc
Having a strong leader with them (if they have one) gives them the advantage on courage checks.
If they pass two courage checks in a battle, they harden and will not flee-instead fighting to the death.
These conditions are is noted with these two effects
Fleeing!!
Hardened
Examples:
Morale DC 20/10: Isn’t going to attack unprovoked, will bail about half the time if it’s in a fight that’s not going well (most animals might fit in here.)
Morale DC 20/20: Not gonna fight, always gonna run, like a peasant or small herbivore or my dog.
Morale DC 5/5: Aggressive and elite critter