Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Run Away!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CleverNickName" data-source="post: 8692562" data-attributes="member: 50987"><p>I think I'm going to make Retreat into a minigame in my next campaign. It's still in development, but I wanted something that would be it works a bit like this.</p><ul> <li data-xf-list-type="ul">Each side has an Evasion score and a Pursuit score. Evasion and Pursuit are both equal to the average Intelligence score or the average Dexterity score of their respective group, whichever is higher. (This minigame uses Dexterity to simulate quick reflexes and Intelligence to simulate quick thinking, and it assumes that both are equally helpful during a chase.)</li> <li data-xf-list-type="ul">Chase begins when all members of one side inform the DM that they are going to "run away" at the beginning of their turn, <strong>and</strong> the other side informs the DM that they are going to "give chase" at the beginning of <em>their </em>turn. Obviously if one side runs away and the other side doesn't give chase, we're done here.</li> <li data-xf-list-type="ul">When the chase scene begins, I switch to a special linear battle mat. I use one single token to represent the the group that is fleeing (the Quarry), and one single token to represent the group that is chasing them (the Hunters). This minigame assumes that both sides are trying to "stay together," not necessarily shoulder-to-shoulder but close enough that they can help each other as they move. These two tokens are placed 8 squares apart; one square is approximately 60 feet.</li> <li data-xf-list-type="ul">Each side makes an opposed Evasion and Pursuit check, by rolling 1d20 and adding the applicable modifier. The group with the faster movement speed makes their roll at Advantage. This is not combat--no attack rolls or save throws will be made, no spells will be cast, no magic items activated.</li> <li data-xf-list-type="ul">If the Hunters win, the two tokens move 1 square closer together. If the Quarry wins, they move 1 square further apart.</li> <li data-xf-list-type="ul">If the tokens are ever 15 or more squares apart, the scene ends with the Quarry safely away. If the tokens are ever 0 squares apart, we switch back to a standard battle mat, I place the tokens randomly on the board, we roll initiative, and combat begins anew.</li> </ul><p>I'm still tweaking it, but this is more or less what I have in mind for escape in my upcoming campaign.</p><p></p><p>Is it perfect? Nope, not even close.</p><p>Does it account for (Favorite Tactic)? Probably not.</p><p>Is it a guaranteed escape plan? No. There's no such thing.</p><p>Is it better than the DMG rules for evasion and pursuit? I think so, but YMMV.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8692562, member: 50987"] I think I'm going to make Retreat into a minigame in my next campaign. It's still in development, but I wanted something that would be it works a bit like this. [LIST] [*]Each side has an Evasion score and a Pursuit score. Evasion and Pursuit are both equal to the average Intelligence score or the average Dexterity score of their respective group, whichever is higher. (This minigame uses Dexterity to simulate quick reflexes and Intelligence to simulate quick thinking, and it assumes that both are equally helpful during a chase.) [*]Chase begins when all members of one side inform the DM that they are going to "run away" at the beginning of their turn, [B]and[/B] the other side informs the DM that they are going to "give chase" at the beginning of [I]their [/I]turn. Obviously if one side runs away and the other side doesn't give chase, we're done here. [*]When the chase scene begins, I switch to a special linear battle mat. I use one single token to represent the the group that is fleeing (the Quarry), and one single token to represent the group that is chasing them (the Hunters). This minigame assumes that both sides are trying to "stay together," not necessarily shoulder-to-shoulder but close enough that they can help each other as they move. These two tokens are placed 8 squares apart; one square is approximately 60 feet. [*]Each side makes an opposed Evasion and Pursuit check, by rolling 1d20 and adding the applicable modifier. The group with the faster movement speed makes their roll at Advantage. This is not combat--no attack rolls or save throws will be made, no spells will be cast, no magic items activated. [*]If the Hunters win, the two tokens move 1 square closer together. If the Quarry wins, they move 1 square further apart. [*]If the tokens are ever 15 or more squares apart, the scene ends with the Quarry safely away. If the tokens are ever 0 squares apart, we switch back to a standard battle mat, I place the tokens randomly on the board, we roll initiative, and combat begins anew. [/LIST] I'm still tweaking it, but this is more or less what I have in mind for escape in my upcoming campaign. Is it perfect? Nope, not even close. Does it account for (Favorite Tactic)? Probably not. Is it a guaranteed escape plan? No. There's no such thing. Is it better than the DMG rules for evasion and pursuit? I think so, but YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Run Away!
Top