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<blockquote data-quote="aco175" data-source="post: 9464470" data-attributes="member: 27385"><p>Some of the PC fleeing and my not pursuing them will depend on the reason they choose to flee. If the challenge was my fault as a DM or if they chose to get in over their heads. I might design a combat wrong or fail to think of something important and the combat is my fault. If the players choose to go a bridge too far and get in over their heads, then it is their fault. </p><p></p><p>I generally have a rule where you get off the rid, you can all flee together. I have had a 2 step flee for monsters if they are going to warn others to give a chance to get them before they are gone. Say the PCs are all fighting and one goblin jumps up to run to the entrance at the back of the cave. The players want to kill him before he warns the others so I have one move where he it going to the other cave. A bit like stopping at a door to open it even though opening a door is a bonus action. If the PCs do not get him in this chance he is gone. </p><p></p><p>I have also tried having a hide check once fleeing if I want monsters chasing the PCs. I'll have a group Stealth check DC10 to hide for 10 minutes and decide what to do. This allows for the cleric to cast the 10 minute heal spell and others to drink potions and such.</p></blockquote><p></p>
[QUOTE="aco175, post: 9464470, member: 27385"] Some of the PC fleeing and my not pursuing them will depend on the reason they choose to flee. If the challenge was my fault as a DM or if they chose to get in over their heads. I might design a combat wrong or fail to think of something important and the combat is my fault. If the players choose to go a bridge too far and get in over their heads, then it is their fault. I generally have a rule where you get off the rid, you can all flee together. I have had a 2 step flee for monsters if they are going to warn others to give a chance to get them before they are gone. Say the PCs are all fighting and one goblin jumps up to run to the entrance at the back of the cave. The players want to kill him before he warns the others so I have one move where he it going to the other cave. A bit like stopping at a door to open it even though opening a door is a bonus action. If the PCs do not get him in this chance he is gone. I have also tried having a hide check once fleeing if I want monsters chasing the PCs. I'll have a group Stealth check DC10 to hide for 10 minutes and decide what to do. This allows for the cleric to cast the 10 minute heal spell and others to drink potions and such. [/QUOTE]
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