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General Tabletop Discussion
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Dealing with bad luck (From behind the DM screen).
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<blockquote data-quote="Sorinth" data-source="post: 9597908" data-attributes="member: 7050650"><p>So overall one thing to note is that nobody wants to die, and continuing a fight risks death so even when winning a fight it can make sense for enemies tactically retreat and/or let the PCs run away without following them because it's simply risk then continuing to fight. So with speaking enemies having them talk during a fight can help here, obviously not every situation will allow for it but keep an open mind when it can. In a similar vein if the monsters have a goal beyond fighting then it's not a bad idea for some of them to pursue that goal at a time they think the fight is well in hand, for example the leader sending a couple subordinates to do the goal while they stay back mop up/hold the PCs can help rebalance the fight.</p><p></p><p>I think the root issue at play though is that it's often very hard to retreat because disengaging and moving as far away as possible will more often then not just allow the enemy to move back into melee and attack leaving you no better off then before and often worse off. By having some actual player facing run away mechanics that give a decent chance to actually get away successfully players might feel more inclined to use them and save themselves from these type of situations.</p></blockquote><p></p>
[QUOTE="Sorinth, post: 9597908, member: 7050650"] So overall one thing to note is that nobody wants to die, and continuing a fight risks death so even when winning a fight it can make sense for enemies tactically retreat and/or let the PCs run away without following them because it's simply risk then continuing to fight. So with speaking enemies having them talk during a fight can help here, obviously not every situation will allow for it but keep an open mind when it can. In a similar vein if the monsters have a goal beyond fighting then it's not a bad idea for some of them to pursue that goal at a time they think the fight is well in hand, for example the leader sending a couple subordinates to do the goal while they stay back mop up/hold the PCs can help rebalance the fight. I think the root issue at play though is that it's often very hard to retreat because disengaging and moving as far away as possible will more often then not just allow the enemy to move back into melee and attack leaving you no better off then before and often worse off. By having some actual player facing run away mechanics that give a decent chance to actually get away successfully players might feel more inclined to use them and save themselves from these type of situations. [/QUOTE]
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Dealing with bad luck (From behind the DM screen).
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