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<blockquote data-quote="BookTenTiger" data-source="post: 8676468" data-attributes="member: 6685541"><p>I've seen this phenomena in my D&D games too. I think it must just be part of the way certain assumptions are built into the game... Running away doesn't feel like a "victory" compared to other resolutions to the conflict. Even sneaking by an enemy feels more satisfying than fleeing.</p><p></p><p>One thing I've done before is designate an area of the map for retreat. If all the characters end their turn in the retreat zone, then they successfully flee. This has helped in adventures with ticking clocks or difficult odds. It also helps plant "retreat" as a viable combat option in the minds of the players, because there's a physical zone they can place their miniature in.</p><p></p><p>It's funny, I started a campaign with an adventure in which the characters were trying to rescue an old tortle from a monster called the Wolf King and his Nachthund- archers and witches who could turn into wolves. I created a big map with different forest clearings they'd have to navigate. The characters were Level 3, and I didn't want the enemies to actually be that big of a deal. The "Wolf King" was a reflavored CR 5 demon with some illusion magic, but I described him as this massive wolf with a glowing crown of fire. The Nachthund were all CR 1/4 Drow or other low-CR enemies who, as a bonus action, could turn into CR 1/4 wolves.</p><p></p><p>But something about the description of this giant, talking wolf (who literally only cast illusion spells during the combat) and the archers and witches turning into wolves <em>terrified </em>the players, and they spent the whole adventure fleeing from clearing to clearing with the old tortle in tow! It made for a super memorable and fun adventure, and the Wolf King became an ongoing NPC in the campaign.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8676468, member: 6685541"] I've seen this phenomena in my D&D games too. I think it must just be part of the way certain assumptions are built into the game... Running away doesn't feel like a "victory" compared to other resolutions to the conflict. Even sneaking by an enemy feels more satisfying than fleeing. One thing I've done before is designate an area of the map for retreat. If all the characters end their turn in the retreat zone, then they successfully flee. This has helped in adventures with ticking clocks or difficult odds. It also helps plant "retreat" as a viable combat option in the minds of the players, because there's a physical zone they can place their miniature in. It's funny, I started a campaign with an adventure in which the characters were trying to rescue an old tortle from a monster called the Wolf King and his Nachthund- archers and witches who could turn into wolves. I created a big map with different forest clearings they'd have to navigate. The characters were Level 3, and I didn't want the enemies to actually be that big of a deal. The "Wolf King" was a reflavored CR 5 demon with some illusion magic, but I described him as this massive wolf with a glowing crown of fire. The Nachthund were all CR 1/4 Drow or other low-CR enemies who, as a bonus action, could turn into CR 1/4 wolves. But something about the description of this giant, talking wolf (who literally only cast illusion spells during the combat) and the archers and witches turning into wolves [I]terrified [/I]the players, and they spent the whole adventure fleeing from clearing to clearing with the old tortle in tow! It made for a super memorable and fun adventure, and the Wolf King became an ongoing NPC in the campaign. [/QUOTE]
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