Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Anticipatory Movement
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="Kinematics" data-source="post: 8683056" data-attributes="member: 6932123"><p>The thread about running away made me consider adding another option here: Some method to make it reasonably possible to escape a battle.</p><p></p><p>This is my first pass attempt. It's a bit clunky, and completely untested, but I kinda like the framing. It's not quite an "anticipatory" movement, but it still falls within the general theme I'm working on, so here goes.</p><p></p><p><strong>Withdraw</strong></p><p></p><p>On your turn, you may call for your allies to withdraw from the battle. If the majority of the party agrees, the combat shifts into preparation for escape.</p><p></p><p>All party members act on your turn, rather than their individual initiatives.</p><p></p><p>There is a contest to see how well each side performs during the escape.</p><p></p><p>For those attempting to escape:</p><ol> <li data-xf-list-type="ol">Start with 10 + the highest Dex mod of the party.</li> <li data-xf-list-type="ol">Each character may attempt to provide two benefits they bring to the escape. Each benefit adds +1 to the total. These can be things like bonus action Dash (standard action Dash does not count), Expeditious Retreat, classes with movement enhancements (eg: barbarian or monk), appropriate feats (eg: Alert), or successful knowledge checks that are appropriate to the circumstances for finding a safe way out.</li> <li data-xf-list-type="ol">Alternatively, you may use one of your two modifiers to hinder the enemy, such as obscuring the area with Fog Cloud. These add a penalty to the enemy's total (GM decides how much).</li> <li data-xf-list-type="ol">A penalty of -1 is added for inclement circumstances, such as being encumbered, hindered by difficult terrain, or being unconscious. There must also be at least one conscious party member for each unconscious party member being evacuated.</li> </ol><p>For the enemy:</p><ol> <li data-xf-list-type="ol">Start with 10 + the Dex mod of the fastest or primary enemy.</li> <li data-xf-list-type="ol">Add +1 for every 10 feet of movement it has.</li> <li data-xf-list-type="ol">Add +2 for being a legendary creature.</li> <li data-xf-list-type="ol">The enemy group may take two actions which either help its own success, or hinders the party's success, similar to the players. These actions do not need to be performed by the designated enemy, above.</li> </ol><p></p><p>Each side then rolls 1d6 and adds it to the total.</p><p></p><p>If you win the challenge by 5 or more, you successfully escape combat, and come to rest at a place of your, or the GM's, choosing. If the party had already designated a safe fallback location, that is likely to be the destination.</p><p></p><p>If you fail the challenge by 5 or more, the enemy creatures may make opportunity attacks against the fleeing party. After that, you finish your escape. If any party member is knocked unconscious by the opportunity attacks, it is assumed that someone else will carry that person's body during the escape.</p><p></p><p>If the challenge result is between those two values, a chase scene ensues.</p><p></p><p>~~~</p><p></p><p>Design points:</p><ul> <li data-xf-list-type="ul">It should be easy to withdraw from a fight. This helps encourage players to consider it a viable tactical option.</li> <li data-xf-list-type="ul">It's termed "withdraw" rather than "run away" to avoid the stigma of seeming like a coward.</li> <li data-xf-list-type="ul">All outcomes should be effective for its purpose. There is no "fail" state, even if the middle ground transitions to a chase.</li> <li data-xf-list-type="ul">Performing a withdrawal should be interesting. Give the players something to do to try to help make the action more effective.</li> <li data-xf-list-type="ul">Don't make a chase scene mandatory. Sometimes they can be fun, but you don't want to make that a burden on the choice to withdraw.</li> </ul><p></p><p>It's not mathematically balanced; I just put in numbers to show a rough idea of what I was going for. There are lots of factors that can impact the party's odds. I did try to keep it somewhat limited, though, because escape is still the primary goal of the ability.</p><p></p><p>On the enemy side, the "majority has to agree" limit could be seen as a reflection of morale. Aside from that, it can work similarly to the player's version. Making it a thing that monsters do can help normalize this as a thing that players do as well.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8683056, member: 6932123"] The thread about running away made me consider adding another option here: Some method to make it reasonably possible to escape a battle. This is my first pass attempt. It's a bit clunky, and completely untested, but I kinda like the framing. It's not quite an "anticipatory" movement, but it still falls within the general theme I'm working on, so here goes. [B]Withdraw[/B] On your turn, you may call for your allies to withdraw from the battle. If the majority of the party agrees, the combat shifts into preparation for escape. All party members act on your turn, rather than their individual initiatives. There is a contest to see how well each side performs during the escape. For those attempting to escape: [LIST=1] [*]Start with 10 + the highest Dex mod of the party. [*]Each character may attempt to provide two benefits they bring to the escape. Each benefit adds +1 to the total. These can be things like bonus action Dash (standard action Dash does not count), Expeditious Retreat, classes with movement enhancements (eg: barbarian or monk), appropriate feats (eg: Alert), or successful knowledge checks that are appropriate to the circumstances for finding a safe way out. [*]Alternatively, you may use one of your two modifiers to hinder the enemy, such as obscuring the area with Fog Cloud. These add a penalty to the enemy's total (GM decides how much). [*]A penalty of -1 is added for inclement circumstances, such as being encumbered, hindered by difficult terrain, or being unconscious. There must also be at least one conscious party member for each unconscious party member being evacuated. [/LIST] For the enemy: [LIST=1] [*]Start with 10 + the Dex mod of the fastest or primary enemy. [*]Add +1 for every 10 feet of movement it has. [*]Add +2 for being a legendary creature. [*]The enemy group may take two actions which either help its own success, or hinders the party's success, similar to the players. These actions do not need to be performed by the designated enemy, above. [/LIST] Each side then rolls 1d6 and adds it to the total. If you win the challenge by 5 or more, you successfully escape combat, and come to rest at a place of your, or the GM's, choosing. If the party had already designated a safe fallback location, that is likely to be the destination. If you fail the challenge by 5 or more, the enemy creatures may make opportunity attacks against the fleeing party. After that, you finish your escape. If any party member is knocked unconscious by the opportunity attacks, it is assumed that someone else will carry that person's body during the escape. If the challenge result is between those two values, a chase scene ensues. ~~~ Design points: [LIST] [*]It should be easy to withdraw from a fight. This helps encourage players to consider it a viable tactical option. [*]It's termed "withdraw" rather than "run away" to avoid the stigma of seeming like a coward. [*]All outcomes should be effective for its purpose. There is no "fail" state, even if the middle ground transitions to a chase. [*]Performing a withdrawal should be interesting. Give the players something to do to try to help make the action more effective. [*]Don't make a chase scene mandatory. Sometimes they can be fun, but you don't want to make that a burden on the choice to withdraw. [/LIST] It's not mathematically balanced; I just put in numbers to show a rough idea of what I was going for. There are lots of factors that can impact the party's odds. I did try to keep it somewhat limited, though, because escape is still the primary goal of the ability. On the enemy side, the "majority has to agree" limit could be seen as a reflection of morale. Aside from that, it can work similarly to the player's version. Making it a thing that monsters do can help normalize this as a thing that players do as well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Anticipatory Movement
Top