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<blockquote data-quote="Xetheral" data-source="post: 9466032" data-attributes="member: 6802765"><p>Smart PCs will create escape options on the way in. Doors they've set up to be jammable with with an Object Interaction, mounts waiting nearby, contingency plans for a PC with Misty Step to cover the retreat--the options are endless.</p><p></p><p>But if you do need to run, the best way to escape from an adjacent single creature of equal speed (and no reach weapon) is to Shove them back 5' and then move your speed away. At that point the enemy has to Dash to get adjacent to you, which means they can't attack you on their turn, and on your turn you Shove them again. Sure, every time you fail to Shove them they'll have their action to be able to attack you on their turn, but you only take damage in rounds where you fail the Shove <em>and</em> they succeed in their attack roll. (Against enemies with Extra Attack or Multiattack, you're probably better off Dashing each turn, limiting them to a single opportunity attack.)</p><p></p><p>In any case, you only need to keep fleeing until you can get to a suitable location for gaining an additional 5 feet on the enemy in a turn where you take the Dash action. The moment you do that, <em>even once</em>, the enemy can't catch you again. This is where getting to pick your flight route is a huge advantage--you get to choose (from the available options, obviously) what terrain the pursuer will have to cross. Ideally you want a place where you can create unavoidable difficult terrain with your Object Interaction, or else where there is marginally jumpable difficult terrain. In the former case, use your Object Interaction to topple the furniture, scatter loose objects, pull down an awning, (etc.) and as long the opponent can't jump it (either the obstacle is too big or the ceiling too low), you've effectively escaped, no check required. In the latter case, try to jump more of the difficult terrain than your pursuer--if you succeed, you've effectively escaped, if you fail, the enemy catches up to you more easily that round, and other than maybe taking an additional attack you're not much worse off--try again at the next patch of suitable terrain.</p><p></p><p>All this assume that an enemy is willing to pursue you round after round, which if the DM is RPing the enemies may be unlikely (for anything except mindless enemies like Skeletons and Golems, anyway). But if your DM <em>is</em> the sort to have intelligent enemies chase PCs blindly over long distances, you can demonstrate <em>why</em> that's not a good survival strategy by using it to trivially stage ambushes. (And if your DM metagames by only having the enemies chase you when you <em>don't</em> have an ambush prepared, get a new DM.)</p></blockquote><p></p>
[QUOTE="Xetheral, post: 9466032, member: 6802765"] Smart PCs will create escape options on the way in. Doors they've set up to be jammable with with an Object Interaction, mounts waiting nearby, contingency plans for a PC with Misty Step to cover the retreat--the options are endless. But if you do need to run, the best way to escape from an adjacent single creature of equal speed (and no reach weapon) is to Shove them back 5' and then move your speed away. At that point the enemy has to Dash to get adjacent to you, which means they can't attack you on their turn, and on your turn you Shove them again. Sure, every time you fail to Shove them they'll have their action to be able to attack you on their turn, but you only take damage in rounds where you fail the Shove [I]and[/I] they succeed in their attack roll. (Against enemies with Extra Attack or Multiattack, you're probably better off Dashing each turn, limiting them to a single opportunity attack.) In any case, you only need to keep fleeing until you can get to a suitable location for gaining an additional 5 feet on the enemy in a turn where you take the Dash action. The moment you do that, [I]even once[/I], the enemy can't catch you again. This is where getting to pick your flight route is a huge advantage--you get to choose (from the available options, obviously) what terrain the pursuer will have to cross. Ideally you want a place where you can create unavoidable difficult terrain with your Object Interaction, or else where there is marginally jumpable difficult terrain. In the former case, use your Object Interaction to topple the furniture, scatter loose objects, pull down an awning, (etc.) and as long the opponent can't jump it (either the obstacle is too big or the ceiling too low), you've effectively escaped, no check required. In the latter case, try to jump more of the difficult terrain than your pursuer--if you succeed, you've effectively escaped, if you fail, the enemy catches up to you more easily that round, and other than maybe taking an additional attack you're not much worse off--try again at the next patch of suitable terrain. All this assume that an enemy is willing to pursue you round after round, which if the DM is RPing the enemies may be unlikely (for anything except mindless enemies like Skeletons and Golems, anyway). But if your DM [I]is[/I] the sort to have intelligent enemies chase PCs blindly over long distances, you can demonstrate [I]why[/I] that's not a good survival strategy by using it to trivially stage ambushes. (And if your DM metagames by only having the enemies chase you when you [I]don't[/I] have an ambush prepared, get a new DM.) [/QUOTE]
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