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*Pathfinder & Starfinder
Creating a Retreat System
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<blockquote data-quote="!DWolf" data-source="post: 8420222" data-attributes="member: 7026314"><p>To build a retreat system you should first define what you mean by retreat and what you want to accomplish by retreating.</p><p></p><p>So just thinking of my games off the top of my head, retreat can mean any of these things: <ol> <li data-xf-list-type="ol">Backing off to deescalate conflict. The characters ask: are we fighting this thing (or these guys)? Conclude no, so they just leave and it doesn’t follow.</li> <li data-xf-list-type="ol">Short withdrawal to a fixed point of defense. The PCs realize that the terrain/situation here doesn’t favor them, but if they move over <em>there</em> it does. </li> <li data-xf-list-type="ol">Short withdrawal to temporarily break combat. The characters need to break contact for a brief moment, usually to heal and buff themselves before continuing the fight. </li> <li data-xf-list-type="ol">Short withdrawal to permanently break contact. The PCs don’t want to continue the fight (or fight in the first place) but they don’t want to (or can’t) leave the area. So they break contact and then use skills such as stealth to avoid further conflicts. Note that when this happened in my games the PCs were usually split off from the main party. </li> <li data-xf-list-type="ol">Luring the enemies away from their position. The enemies have superior numbers or position and the PCs want to try and force them to fight in a situation where the PCs have the advantage. </li> <li data-xf-list-type="ol">Long withdrawal is like one of the short withdrawals above but it has additional complications due to the distance moved. </li> <li data-xf-list-type="ol">Complete rout (which I have never experienced due to the nature of my players). Multiple PCs may be down or dead and the remaining PCs realize that a TPK is eminent. The PCs decide to flee without any notion of where to and without any strategy or tactics.</li> </ol><p>Personally, all the time the PCs in my pf2e games retreated (that is not number seven) the system handled it just fine. For short distances, the three action economy provides enough flexibility, that ducking around a corner and through a doorway then closing the door, works fine. For longer distances I use the chase rules (potentially combined with hazards) and have no trouble organically moving to and from them to encounter mode if necessary.</p><p></p><p>So for pf2e my ‘retreat system’ would be the words DON’T PANIC in big bold letters and a collection of case studies showing how the system actually runs retreats and withdrawals.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8420222, member: 7026314"] To build a retreat system you should first define what you mean by retreat and what you want to accomplish by retreating. So just thinking of my games off the top of my head, retreat can mean any of these things:[list=1] [*]Backing off to deescalate conflict. The characters ask: are we fighting this thing (or these guys)? Conclude no, so they just leave and it doesn’t follow. [*]Short withdrawal to a fixed point of defense. The PCs realize that the terrain/situation here doesn’t favor them, but if they move over [i]there[/i] it does. [*]Short withdrawal to temporarily break combat. The characters need to break contact for a brief moment, usually to heal and buff themselves before continuing the fight. [*]Short withdrawal to permanently break contact. The PCs don’t want to continue the fight (or fight in the first place) but they don’t want to (or can’t) leave the area. So they break contact and then use skills such as stealth to avoid further conflicts. Note that when this happened in my games the PCs were usually split off from the main party. [*]Luring the enemies away from their position. The enemies have superior numbers or position and the PCs want to try and force them to fight in a situation where the PCs have the advantage. [*]Long withdrawal is like one of the short withdrawals above but it has additional complications due to the distance moved. [*]Complete rout (which I have never experienced due to the nature of my players). Multiple PCs may be down or dead and the remaining PCs realize that a TPK is eminent. The PCs decide to flee without any notion of where to and without any strategy or tactics.[/list] Personally, all the time the PCs in my pf2e games retreated (that is not number seven) the system handled it just fine. For short distances, the three action economy provides enough flexibility, that ducking around a corner and through a doorway then closing the door, works fine. For longer distances I use the chase rules (potentially combined with hazards) and have no trouble organically moving to and from them to encounter mode if necessary. So for pf2e my ‘retreat system’ would be the words DON’T PANIC in big bold letters and a collection of case studies showing how the system actually runs retreats and withdrawals. [/QUOTE]
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