Escape is Futile

IceFractal

First Post
I've often heard "know when to run away", as advice for the wise adventurer. But that's easier said than done. Even in 3E, many monsters tough enough to run away from were also mobile enough that you really couldn't escape. But at least against foes with roughly comparable movement (not twice as fast), you could run away quickly enough they couldn't attack you and still keep up. And at higher levels, there were options like Teleport for a hasty escape.

In 4E though, running away is a venture more likely to fail than succeed. Because of the new rules for Run and Charge, it's impossible to run away from someone with a speed even 1 point higher than you. Not just as in "they can keep up", but as in "they don't even have to stop attacking you". For example, a human has no chance to escape an elf - they'll keep getting hit every round as they run. And for escaping a big threat, better hope there's nearby cover, because the only combat-usable teleport is short range.

Doesn't it seem like this limits things somewhat? Only put the PCs against things they can defeat, or expect a TPK?
 

log in or register to remove this ad

It sounds like you may have forgotten that you can take two move actions (plus a minor action) in a turn, and/or that Run is a move action. A character with the same speed would be able to follow, but unable to attack. Strictly by the rules, nothing stops this from going on endlessly, but a DM could call for endurance checks, provide some means of escape, or simply have the pursuer lose interest and leave the PC alone.
 


DandD

First Post
Yep. Running is one move-action, that grants you your speed +2 to your movement. You can take two run actions. No, your enemies can't stop you because they have to use their second action to catch you up too. Nothing wrong with the running rules. They're as unrealistic as the 3rd edition rules were. Both are simplistic and do not model real life, nor will they ever do.
 


Plane Sailing

Astral Admin - Mwahahaha!
Raduin711 said:
It sounds like you may have forgotten that you can take two move actions (plus a minor action) in a turn, and/or that Run is a move action. A character with the same speed would be able to follow, but unable to attack. Strictly by the rules, nothing stops this from going on endlessly, but a DM could call for endurance checks, provide some means of escape, or simply have the pursuer lose interest and leave the PC alone.

So what if your opponent takes a run action followed by a charge action?
 

IceFractal

First Post
I never claimed it was impossible to run from someone with the same speed (although you'll never outdistance them by more than one move's worth).

The point is that it's impossible to run from someone with a speed even one point higher (such as an Elf), whereas previously you could run from anyone with less than double your speed. For instance:

Human: Run, Run (8+8 squares)
Elf: Run, Charge (9+7 squares)
Not only does the Elf keep pace, they can attack every round.
 



OakwoodDM

First Post
IceFractal said:
Human: Run, Run (8+8 squares)
Elf: Run, Charge (9+7 squares)
Not only does the Elf keep pace, they can attack every round.

With a basic attack, at a net -2 (-5 for running, +2 because you grant combat advantage, +1 for charging).
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top