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*TTRPGs General
Escaping from combat, or keeping villains alive
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<blockquote data-quote="green slime" data-source="post: 2934873" data-attributes="member: 1325"><p>The biggest problem IMX is not that the actual enemy deciding to flee, it is those PC's deciding to persue through the woods at breakneck speed.</p><p></p><p>In order to disuade this You need to be pretty strict on how they give chase:</p><p></p><p>It is one thing to run away from a pack of rabid adventurers, all buffed and ready to go. It is another matter all together when the villian realises there is only one lone PC who has managed to keep up/decided to persue relentlessly.</p><p></p><p>Should the villian then turn on the PC, don't allow the others to automatically come to the rescue immediately. If the chase lasted for 10 rounds, then they are at least 10 rounds away, <strong>if</strong> they are somehow immediately made aware of their compatriot's predicament. (That isn't too say that the villian hangs around long enough to CDG the brave twit)</p><p></p><p>In fact, it is a fairly common tactic for above Intelligent opponents to attempt to lure those cocky adventurers into chasing what they think is a defeated foe, in an attempt to divide and conquer (as most adventurers will not have the same tactical speed across a battlefield). Often the result will be an ambush upon those following the "fleeing" indivdiuals, or a renewed attack against those slower in the "baggage train" (often the clerics).</p><p></p><p>Usually these tactics require high Intelligence, and real discipline to pull off well, but any opposing adventuring party will try these tricks.</p></blockquote><p></p>
[QUOTE="green slime, post: 2934873, member: 1325"] The biggest problem IMX is not that the actual enemy deciding to flee, it is those PC's deciding to persue through the woods at breakneck speed. In order to disuade this You need to be pretty strict on how they give chase: It is one thing to run away from a pack of rabid adventurers, all buffed and ready to go. It is another matter all together when the villian realises there is only one lone PC who has managed to keep up/decided to persue relentlessly. Should the villian then turn on the PC, don't allow the others to automatically come to the rescue immediately. If the chase lasted for 10 rounds, then they are at least 10 rounds away, [b]if[/b] they are somehow immediately made aware of their compatriot's predicament. (That isn't too say that the villian hangs around long enough to CDG the brave twit) In fact, it is a fairly common tactic for above Intelligent opponents to attempt to lure those cocky adventurers into chasing what they think is a defeated foe, in an attempt to divide and conquer (as most adventurers will not have the same tactical speed across a battlefield). Often the result will be an ambush upon those following the "fleeing" indivdiuals, or a renewed attack against those slower in the "baggage train" (often the clerics). Usually these tactics require high Intelligence, and real discipline to pull off well, but any opposing adventuring party will try these tricks. [/QUOTE]
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