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Escaping from combat, or keeping villains alive
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<blockquote data-quote="Zustiur" data-source="post: 2935980" data-attributes="member: 1544"><p>Stalker0: Jaw droppingly simple. Light armour and run feats for all of the men!</p><p></p><p>Green Slime: Picking on the fools that give chase sounds like an excellent plan.</p><p></p><p>Kid Charlemagne: The church bell trick would be very cinematic and well suited to the sort of game I'm trying to run. Expeditious retreat is another likely candidate potion. I don't think Robin will become a spell caster though. Too ill fitting. I don't want my mooks slaughtered too readily either, but more on that below.</p><p></p><p>Rhun: It is suicidal because I'm thinking in terms of getting away after melee begins. Once the party gets in 'base to base' contact with the bad guys, it's extremely hard to extricate them from combat.</p><p></p><p>Barak: I think that might really be the key answer. The merry men should either get their way by dint of threat, or should fight for a maximum of 2 rounds, before all running away.</p><p></p><p>Nonlethal Force: I'm not familiar with symbol spells, other than the 8th level spell in the PHB. I think throwing 8th level spells at a 2nd level party might be deemed a bit unfair don't you? For other situations, ok I get the point. Rope traps and such are more likely here.</p><p></p><p>Ed Laprade: You're on to something there though. Imtimidate. Bluff. Deception. And a large number of appropriately armed opponents (who in this sort of situation would be using readied actions).</p><p></p><p>Agent Oracle: You've picked up on another of my usual errors there - giving the party multiple targets. Killing the BBEG is usually my only task for them. I should be focussing more on rescuing the girl and grabbing the loot etc. Using the MBEG to remind them that they're forgetting the objective and thus allowing (or not) him to escape is doublly cool.</p><p></p><p>Lord Zardoz: This should be almost entirely outdoors. But I'll keep your suggestions on hand just in case. </p><p></p><p>Endur: Exactly right. This will have to be one of the focus points - the party will be given the option (at least once) of letting the merry men get away with the deed or fighting them whilst outnumbered.</p><p></p><p>Hussar: I've already decided Tuck will be a druid for that exact reason. </p><p></p><p>Sejs: Yes, in other situations that would be fine. In this one... the minons are a big part of the story.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 2935980, member: 1544"] Stalker0: Jaw droppingly simple. Light armour and run feats for all of the men! Green Slime: Picking on the fools that give chase sounds like an excellent plan. Kid Charlemagne: The church bell trick would be very cinematic and well suited to the sort of game I'm trying to run. Expeditious retreat is another likely candidate potion. I don't think Robin will become a spell caster though. Too ill fitting. I don't want my mooks slaughtered too readily either, but more on that below. Rhun: It is suicidal because I'm thinking in terms of getting away after melee begins. Once the party gets in 'base to base' contact with the bad guys, it's extremely hard to extricate them from combat. Barak: I think that might really be the key answer. The merry men should either get their way by dint of threat, or should fight for a maximum of 2 rounds, before all running away. Nonlethal Force: I'm not familiar with symbol spells, other than the 8th level spell in the PHB. I think throwing 8th level spells at a 2nd level party might be deemed a bit unfair don't you? For other situations, ok I get the point. Rope traps and such are more likely here. Ed Laprade: You're on to something there though. Imtimidate. Bluff. Deception. And a large number of appropriately armed opponents (who in this sort of situation would be using readied actions). Agent Oracle: You've picked up on another of my usual errors there - giving the party multiple targets. Killing the BBEG is usually my only task for them. I should be focussing more on rescuing the girl and grabbing the loot etc. Using the MBEG to remind them that they're forgetting the objective and thus allowing (or not) him to escape is doublly cool. Lord Zardoz: This should be almost entirely outdoors. But I'll keep your suggestions on hand just in case. Endur: Exactly right. This will have to be one of the focus points - the party will be given the option (at least once) of letting the merry men get away with the deed or fighting them whilst outnumbered. Hussar: I've already decided Tuck will be a druid for that exact reason. Sejs: Yes, in other situations that would be fine. In this one... the minons are a big part of the story. [/QUOTE]
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