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<blockquote data-quote="Guest 7037866" data-source="post: 9464476"><p>It is very situational depending on what the enemy would do. How weak is the enemy? Would they risk further injury or even death in the chase or just let the PCs go?</p><p></p><p>It is pretty rare unless there is a fairly significant speed difference for one group to be able to flee from another. As such, it is one of the reasons most combats in D&D result in fights to the death or surrender. Fleeing usually simply isn't a valid option.</p><p></p><p><strong>Fleeing Failed Example 1:</strong></p><p>Friday I had two sahuagins attempt to flee the PCs wihle underwater. One PC has a <em>ring of swimming</em>, so swim 40 speed (same as the sahuagin) and another has <em>gloves of climbing and swimming</em> so can swim at 30. In order to avoid death, the sahuagins had to Disengage, and then moved 40 feet. On the PCs' turn, one was able to swim 40 feet to engage and attack. The other was able to swim 30, Cunning Action Dash for the remaining 20 and actually head them off before attacking. The two attacks killed one sahuagin, so the other surrendered and offered up info to get its life spared...</p><p></p><p><strong>Fleeing Failed Example 2:</strong></p><p>The party was being attack by two manticores. Despite their efforts to use their spikes and straff the PCs, the PCs did enough damage to down one and injure the second, who tried to flee. Slow fliers with 50 fly speed, the manticore, despite moving and Dashing, was unable to escape the range of the PCs' long range with bows, heavy crossbows, and spells.</p><p></p><p>Likewise, the PCs know RAW fleeing isn't an option. You won't escape generally unless you have mitigating circumstances, such as darkness and can hide or something so you can be much faster or slow the enemy pursuing you down. Anyway, players seem to recognize this, so it is fight to the death or surrender.</p><p></p><p>Retreat/fleeing is only possible if the enemy basically is content to <em>let them go.</em></p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9464476"] It is very situational depending on what the enemy would do. How weak is the enemy? Would they risk further injury or even death in the chase or just let the PCs go? It is pretty rare unless there is a fairly significant speed difference for one group to be able to flee from another. As such, it is one of the reasons most combats in D&D result in fights to the death or surrender. Fleeing usually simply isn't a valid option. [B]Fleeing Failed Example 1:[/B] Friday I had two sahuagins attempt to flee the PCs wihle underwater. One PC has a [I]ring of swimming[/I], so swim 40 speed (same as the sahuagin) and another has [I]gloves of climbing and swimming[/I] so can swim at 30. In order to avoid death, the sahuagins had to Disengage, and then moved 40 feet. On the PCs' turn, one was able to swim 40 feet to engage and attack. The other was able to swim 30, Cunning Action Dash for the remaining 20 and actually head them off before attacking. The two attacks killed one sahuagin, so the other surrendered and offered up info to get its life spared... [B]Fleeing Failed Example 2:[/B] The party was being attack by two manticores. Despite their efforts to use their spikes and straff the PCs, the PCs did enough damage to down one and injure the second, who tried to flee. Slow fliers with 50 fly speed, the manticore, despite moving and Dashing, was unable to escape the range of the PCs' long range with bows, heavy crossbows, and spells. Likewise, the PCs know RAW fleeing isn't an option. You won't escape generally unless you have mitigating circumstances, such as darkness and can hide or something so you can be much faster or slow the enemy pursuing you down. Anyway, players seem to recognize this, so it is fight to the death or surrender. Retreat/fleeing is only possible if the enemy basically is content to [I]let them go.[/I] [/QUOTE]
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