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Bravely running away
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<blockquote data-quote="Stormonu" data-source="post: 9464349" data-attributes="member: 52734"><p>This is something I have been thinking on lately, as there's been a couple of times of late I'd have wished our party beat a hasty retreat (we actually did a retreat tonight - my Warlock used <em>Scatter</em> to get the party out of a bad situation so we could plan, heal, buff and retry from a better prepared position).</p><p></p><p>I've been thinking about using a "Retreat Declaration". When one side or the other decides to beat feet, they declare a group action to retreat. I don't have a process yet, but it would probably be some sort of group skill check - party describes how they want to evade, makes a skill check with appropriate skill and if 3/4 or so of the group make it, they pull back to a safe distance. Not sure what to do in case of failure, but may leave that open to the DM resolving it - loss of hp, HD, or some sort of expenditure to ensure a fail-forward escape, or possible re-engagement by the enemy. Whatever fits.</p><p></p><p>I would like to be able to apply it to either side, so NPCs could attempt an escape if overwhelmed by PCs (anything that helps prevent a slog of chewing through unnecessary hit point pools). I'd encourage players to let fleeing enemies go in most cases on a tit-for-tat sort of scale ("If you let no-name NPCs flee the area, I promise they won't show back up and if you need to do the same, I'll allow for the party to bug out if needed without likewise being chased down"). If the situation were to change for any reason (the room has sentries that will go run for reinforcements, it's a named plot NPC or otherwise), I'd call it out that escape rules are changing so the party would be aware of it (Somewhat reminding me of Destiny 2's "Respawn restricted" warning indicating you've reached a crucial part of the story/adventure).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9464349, member: 52734"] This is something I have been thinking on lately, as there's been a couple of times of late I'd have wished our party beat a hasty retreat (we actually did a retreat tonight - my Warlock used [I]Scatter[/I] to get the party out of a bad situation so we could plan, heal, buff and retry from a better prepared position). I've been thinking about using a "Retreat Declaration". When one side or the other decides to beat feet, they declare a group action to retreat. I don't have a process yet, but it would probably be some sort of group skill check - party describes how they want to evade, makes a skill check with appropriate skill and if 3/4 or so of the group make it, they pull back to a safe distance. Not sure what to do in case of failure, but may leave that open to the DM resolving it - loss of hp, HD, or some sort of expenditure to ensure a fail-forward escape, or possible re-engagement by the enemy. Whatever fits. I would like to be able to apply it to either side, so NPCs could attempt an escape if overwhelmed by PCs (anything that helps prevent a slog of chewing through unnecessary hit point pools). I'd encourage players to let fleeing enemies go in most cases on a tit-for-tat sort of scale ("If you let no-name NPCs flee the area, I promise they won't show back up and if you need to do the same, I'll allow for the party to bug out if needed without likewise being chased down"). If the situation were to change for any reason (the room has sentries that will go run for reinforcements, it's a named plot NPC or otherwise), I'd call it out that escape rules are changing so the party would be aware of it (Somewhat reminding me of Destiny 2's "Respawn restricted" warning indicating you've reached a crucial part of the story/adventure). [/QUOTE]
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