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?
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?