iserith
Magic Wordsmith
Reviewing the rules again now that I'm back at my desk, it seems to me the intention is for players to just say "We run away" and the DM deciding if the monsters will pursue or not. If they don't, then the characters get away. If they do pursue, then you drop out of combat rules and into chase rules. To optimize the chances of escape, a player has their character ideally get as far away from the monsters as they can first before starting the chase since the first step (outside of rolling for initiative anyone who isn't already in initiative) is determining starting distance.
The chase rules effectively boil down to move+dash, potentially deal with a random complication, then attempt to hide. There are a number of ways to get advantage on hiding, so it does seem to favor those who are running away (with some exceptions).
So, the rules are actually there, whatever anyone may think of them. For my part, I don't love the way they use Inspiration to pay off complications and I don't often care to meticulously track relative distances, preferring more "zone-based" way of tracking it. Then of course we'd need a dungeon complications table. So the chase rules demand some hacking in my view if they are to be used, but the framework is there.
The chase rules effectively boil down to move+dash, potentially deal with a random complication, then attempt to hide. There are a number of ways to get advantage on hiding, so it does seem to favor those who are running away (with some exceptions).
So, the rules are actually there, whatever anyone may think of them. For my part, I don't love the way they use Inspiration to pay off complications and I don't often care to meticulously track relative distances, preferring more "zone-based" way of tracking it. Then of course we'd need a dungeon complications table. So the chase rules demand some hacking in my view if they are to be used, but the framework is there.