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General Tabletop Discussion
*Pathfinder & Starfinder
Creating a Retreat System
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<blockquote data-quote="GMMichael" data-source="post: 8420563" data-attributes="member: 6685730"><p>Retreat: when a character leaves a conflict to stop fighting, but the battle continues.</p><p></p><p>Lots of opponent motivations make this a hefty task. For starters, the opponent can be fighting due to hunger, self defense, orders to attack, rage, or confusion. I wouldn't put a default expectation on those, beyond 50/50 odds of pursuit.</p><p></p><p>I'd just do this (if I were a PF2 player):</p><ul> <li data-xf-list-type="ul">retreating characters must reach an edge of the conflict (map) which would allow them to escape.</li> <li data-xf-list-type="ul">retreating characters roll a check (based on means of escape) to escape, opposed by any opponents attempting to prevent escape.</li> <li data-xf-list-type="ul">Success means the character is removed from the encounter (map). Crit success means no pursuit is allowed. Fails mean that the opponent who succeeded found a way to prevent escape.</li> </ul><p></p><p>Pursuing opponents can begin a new encounter/chase, upon resolution of the current encounter.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8420563, member: 6685730"] Retreat: when a character leaves a conflict to stop fighting, but the battle continues. Lots of opponent motivations make this a hefty task. For starters, the opponent can be fighting due to hunger, self defense, orders to attack, rage, or confusion. I wouldn't put a default expectation on those, beyond 50/50 odds of pursuit. I'd just do this (if I were a PF2 player): [LIST] [*]retreating characters must reach an edge of the conflict (map) which would allow them to escape. [*]retreating characters roll a check (based on means of escape) to escape, opposed by any opponents attempting to prevent escape. [*]Success means the character is removed from the encounter (map). Crit success means no pursuit is allowed. Fails mean that the opponent who succeeded found a way to prevent escape. [/LIST] Pursuing opponents can begin a new encounter/chase, upon resolution of the current encounter. [/QUOTE]
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