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<blockquote data-quote="Li Shenron" data-source="post: 9465287" data-attributes="member: 1465"><p>As you said, I'd run it <em>narratively</em>.</p><p></p><p>Depending on the situation, I will probably make something up that requires a bunch of rolls, just so that I don't have to decide myself if they succeed or not, and with what costs. It could be as complicated as using chase rules from the DMG, or ar simple as everyone getting an (abstract) ranged attack against, or even a single group skill check for escaping (3.0 used to have a skill called Escape Artist that I would have given this extra purpose, in 5e maybe even a mix of Athletic/Acrobatic/Stealth checks or even just Dex).</p><p></p><p>What I certainly would <strong>never</strong> use is combat rules. Movement in combat is just meant to represent that, movement <strong>in</strong> combat, not to get <strong>out of </strong>combat. Stuff like dashing doesn't make sense outside of combat, initiative doesn't make sense outside of combat, and even a creature's speed value doesn't make sense outside of combat. If I haven't said it enough times I can say it again: rules designed for combat do not make sense out of combat.</p><p></p><p>Also, I wouldn't care a poo about realism. If the characters choose to retreat, I want retreat to feel maybe like in a movie, not reality, just like I want combat to feel like in a movie and not reality. Simulationism has no value for me, and it's also a recipe for endless disappointment.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9465287, member: 1465"] As you said, I'd run it [I]narratively[/I]. Depending on the situation, I will probably make something up that requires a bunch of rolls, just so that I don't have to decide myself if they succeed or not, and with what costs. It could be as complicated as using chase rules from the DMG, or ar simple as everyone getting an (abstract) ranged attack against, or even a single group skill check for escaping (3.0 used to have a skill called Escape Artist that I would have given this extra purpose, in 5e maybe even a mix of Athletic/Acrobatic/Stealth checks or even just Dex). What I certainly would [B]never[/B] use is combat rules. Movement in combat is just meant to represent that, movement [B]in[/B] combat, not to get [B]out of [/B]combat. Stuff like dashing doesn't make sense outside of combat, initiative doesn't make sense outside of combat, and even a creature's speed value doesn't make sense outside of combat. If I haven't said it enough times I can say it again: rules designed for combat do not make sense out of combat. Also, I wouldn't care a poo about realism. If the characters choose to retreat, I want retreat to feel maybe like in a movie, not reality, just like I want combat to feel like in a movie and not reality. Simulationism has no value for me, and it's also a recipe for endless disappointment. [/QUOTE]
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