D&D 4E The better part of valor... and opportunity attacks

Garthanos

Arcadian Knight
I realized recently perhaps I am slow but the use of area effect wizard, druid etc abilities that allow someone to run past enemies with impunity is a good contribution to the monty python "run away" tactic.

D&D having some good run away fun always seemed important in a way. Hard to have McGuffin stories without it.

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Garthanos

Arcadian Knight
To add to that ... it really seems like something one might be able to pull off with a Bluff skill power.
 
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Garthanos

Arcadian Knight
For bluff instead of creating a Diversion to Hide you can create a Diversion to Escape : Describing the effect as your ploy draws enemies attention outside of the current conflict and are slow to respond to you and your allies. They are unable to make opportunity actions and are slowed during the round which follows. (or perhaps lose a move action?)
 
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Garthanos

Arcadian Knight
Trying to see if i can find anything like it would like to find a utility power actually. Interestingly or ironically the Beguiling strands wizard at-will is more potent in terms of also doing psychic damage and causing enemies to grant CA if your enemies run in terror 5 squares (due to the enchanter type) that is very comparable to being slowed it felt overpowered when I read it but. Remove the damage and convert the enemies moving away to enemies lose a move action on the following round.

Like similar tricks the bluff for escape only makes sense as an encounter power, having it grant combat advantage to multiple enemies while it could work it becomes enough more potent that I am not liking that too much. Still I think its functional without the CA.

Since the Beguiling Strands moves the enemies away it seems likely the CA in that case would be harder to exploit so there is that. (to reduce its effective benefit)
 
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Tony Vargas

Legend
So, Monty Python reference aside, running away has never worked well in D&D. It seems like the monsters are either outright faster than the PCs, or one or more members of the party are just too much slower than the rest of the PCs, and that's it. Add to that figuring out you're overmatched only when there are allies downed, and other than a Word of Recall or something, you were out of luck.

In 4e, you could finagle it as a Skill Challenge, of course.
 

Garthanos

Arcadian Knight
In 4e, you could finagle it as a Skill Challenge, of course.
Indeed yes I am actually wanting to figure out ways to make the transition into that skill challenge work better chase scene skill challenges works great if you enable that transition but there is sort of a moment between that and the itemized action state I think which needs cleaned up and having more prominent abilities and powers that can do it (like the one for Bluff mentioned above). 4e with its more robust hit points and "bloodied" conditions seem they might be enough in the clue side (or they are for my players). Or is that something which would be useful?
I mean better analysis of enemies is a Warlord/Fighter trick after all. Insight skill for the win.
 
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Tony Vargas

Legend
So, Initiating Escape?

For instance: If none of your allies are in a threatened area of an enemy or restrained, immobilized, slowed, stunned &c (dazed should be OK), you can use your action to sound the retreat. You and all your allies move their speed away from the baddies, establishing a 'lead' and the Skill Challenge starts from there?

Actions that push/slide enemies or pull/slide allies, or remove the ability of enemies to take AoOs could facilitate meeting those requirements.
 

Garthanos

Arcadian Knight
One of the things which inspired this was the creation of a Martial Practice that allowed one to create a premade escape route at a location one which could well leave the enemy thinking you are dead and other advantages. Yay for the engineering skill (err dungeoneering if you must stay raw)
 

Tony Vargas

Legend
Oh, and the defender should totally be able to 'hold them off.' The defender doesn't have to be able to flee to initiate the Escape, and you can count any marked enemies as unable to take OAs, and not part of the first round of the SC. (Though exactly what the enemy 'does' in the SC I hadn't thought about... usually it's just PC actions...)
 

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