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Do you ever cut and run?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5296811" data-attributes="member: 1165"><p>The rules make fleeing hard. I don't recall if armor had any impact on your speed in 2e, but since 3e, parties tend to have at least one heavily armored character who just cannot outrun the bad guys. Unless they want to sacrifice themself as a rear guard, the whole party sticks around to fight with them.</p><p></p><p>In 3e, fighters coudln't even do rear guard well, either.</p><p></p><p>Furthermore, the initiative system means you flee, your opponent charges and hits you, you flee, they get an AoO/opportunity attack and then they charge you again, etc. You can only really run away if the terrain is flat and clear (since you have to run in straight lines). If you stay, you actually get hit less!</p><p></p><p>And if your opponents have ranged weapons, that's several rounds under fire that you're not fighting back in. (Oh yes, running gives you a slight bonus to AC against ranged attacks in 3e, but you lose your Dex bonus, so some characters fall behind there too.)</p><p></p><p>The rules make it difficult for <em>anyone</em> who can't teleport to flee; this applies even to villains. (GMs often try to make bad guys run away, and it rarely works.)</p><p></p><p>A lot of movement-enhancing options are too fragile. Speed-burst spells that only last a short time (and take an action to cast, actually putting you behind for a little bit), magic carpets with few hit points, horses with few hit points and little survivability otherwise, etc.</p><p></p><p>But I'm not surprised. When d20 Future came out, people complained that the spaceship rules made running away <em>too easy</em>. There's a reason so many sci-fi settings force a recharge time or force spaceships to only use wormholes for FTL, etc. Runinng away too easily harms drama. Apparently finding a happy medium is next to impossible.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5296811, member: 1165"] The rules make fleeing hard. I don't recall if armor had any impact on your speed in 2e, but since 3e, parties tend to have at least one heavily armored character who just cannot outrun the bad guys. Unless they want to sacrifice themself as a rear guard, the whole party sticks around to fight with them. In 3e, fighters coudln't even do rear guard well, either. Furthermore, the initiative system means you flee, your opponent charges and hits you, you flee, they get an AoO/opportunity attack and then they charge you again, etc. You can only really run away if the terrain is flat and clear (since you have to run in straight lines). If you stay, you actually get hit less! And if your opponents have ranged weapons, that's several rounds under fire that you're not fighting back in. (Oh yes, running gives you a slight bonus to AC against ranged attacks in 3e, but you lose your Dex bonus, so some characters fall behind there too.) The rules make it difficult for [i]anyone[/i] who can't teleport to flee; this applies even to villains. (GMs often try to make bad guys run away, and it rarely works.) A lot of movement-enhancing options are too fragile. Speed-burst spells that only last a short time (and take an action to cast, actually putting you behind for a little bit), magic carpets with few hit points, horses with few hit points and little survivability otherwise, etc. But I'm not surprised. When d20 Future came out, people complained that the spaceship rules made running away [i]too easy[/i]. There's a reason so many sci-fi settings force a recharge time or force spaceships to only use wormholes for FTL, etc. Runinng away too easily harms drama. Apparently finding a happy medium is next to impossible. [/QUOTE]
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