I think what the game needs is quick and abstract "flee from combat" rules, to make retreat a viable option. As it stands, retreating is basically a suicide option against most player groups, who are trained from years of video games to kill everything and hope that XP orbs pop out.
At my table, if you reach the edge of the battle map, you can use your action to successfully flee. It doesn't matter who has the faster movement speed or longer attack range or whatever. We use a pretty big map, so if a creature manages to get to the edge, it's just no longer worth worrying about that stuff. This works for both PCs and NPCs.
At my table, if you reach the edge of the battle map, you can use your action to successfully flee. It doesn't matter who has the faster movement speed or longer attack range or whatever. We use a pretty big map, so if a creature manages to get to the edge, it's just no longer worth worrying about that stuff. This works for both PCs and NPCs.