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Fleeing
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<blockquote data-quote="Blue" data-source="post: 7144760" data-attributes="member: 20564"><p>If that's the case, I'd ask the DM to step up on their descriptions. Your characters have a sense of how powerful they are, they have a history of battle probably as long as your game has been running, they should be able to do some estimation.</p><p></p><p>"While humanoid and more than twice as tall as you, their proportions are off. They seem almost painfully thin, until you realize that their arm is still twice as thick as your thigh. They move with an awkward gait but idly limber tree trunks over their shoulders as impromptu clubs. Their skin is green and rubbery, and under coarse black hair their eyes gleam with low cunning."</p><p></p><p>"Do I think I could take one in single combat?"</p><p></p><p>"Well, from how they lurch it shouldn't be a problem to hit one. Be hit is a different question. You've fought ogres, but they wouldn't even come up to these things shoulder. A club of these green skinned monstrosities probably weighs more then you and the pack mule together. You might pit two of the ogres against one of these for a good fight, but there are three of them."</p><p></p><p>Now, in this case the characters don't know that the trolls can also regenerate, so they are even tougher. But they have a good idea and can fade back into the swamp or engage with some clue.</p><p></p><p></p><p></p><p>This sounds like a DM where every battle is to the death and with a clear victory they want to potentially lose more of their lives just to follow up. Sure, some will chase, others will be happy you are gone. Others might pepper you with ranged attack until you are out of the area but not pursue.</p><p></p><p>And sometimes you end up having a party member staying behind as the martyr so it doesn't turn into a TPK.These make the greatest of stories, the players will be retelling for decades. Remember Gandalf and the Balrog.</p><p></p><p></p><p></p><p>I like your solution. 13th Age (a d20 OGL that 5e shares a lot of philosophy with) has a guaranteed safe Flee option - but if you evoke it, you will suffer a campaign loss. This means that there will be some sort of campaign consequence of the party fleeing, but it will be successful and you will bring the bodies of the fallen. (Mind you, you can try to flee without evoking it as well.) Part of is is that they don't want players who are over-cautious and spend half an hour planning everything before doing anything.</p><p></p><p>They even have an optional rule that they say they borrowed from 7th Sea (1st ed, this was before 7th Sea 2nd was out) which is that you can't be killed by people without a name. So you could get knocked way out and captured and brought tot he named NPC to be sacrificed, but that still gave the rest of the party a chance to rescue you.</p></blockquote><p></p>
[QUOTE="Blue, post: 7144760, member: 20564"] If that's the case, I'd ask the DM to step up on their descriptions. Your characters have a sense of how powerful they are, they have a history of battle probably as long as your game has been running, they should be able to do some estimation. "While humanoid and more than twice as tall as you, their proportions are off. They seem almost painfully thin, until you realize that their arm is still twice as thick as your thigh. They move with an awkward gait but idly limber tree trunks over their shoulders as impromptu clubs. Their skin is green and rubbery, and under coarse black hair their eyes gleam with low cunning." "Do I think I could take one in single combat?" "Well, from how they lurch it shouldn't be a problem to hit one. Be hit is a different question. You've fought ogres, but they wouldn't even come up to these things shoulder. A club of these green skinned monstrosities probably weighs more then you and the pack mule together. You might pit two of the ogres against one of these for a good fight, but there are three of them." Now, in this case the characters don't know that the trolls can also regenerate, so they are even tougher. But they have a good idea and can fade back into the swamp or engage with some clue. This sounds like a DM where every battle is to the death and with a clear victory they want to potentially lose more of their lives just to follow up. Sure, some will chase, others will be happy you are gone. Others might pepper you with ranged attack until you are out of the area but not pursue. And sometimes you end up having a party member staying behind as the martyr so it doesn't turn into a TPK.These make the greatest of stories, the players will be retelling for decades. Remember Gandalf and the Balrog. I like your solution. 13th Age (a d20 OGL that 5e shares a lot of philosophy with) has a guaranteed safe Flee option - but if you evoke it, you will suffer a campaign loss. This means that there will be some sort of campaign consequence of the party fleeing, but it will be successful and you will bring the bodies of the fallen. (Mind you, you can try to flee without evoking it as well.) Part of is is that they don't want players who are over-cautious and spend half an hour planning everything before doing anything. They even have an optional rule that they say they borrowed from 7th Sea (1st ed, this was before 7th Sea 2nd was out) which is that you can't be killed by people without a name. So you could get knocked way out and captured and brought tot he named NPC to be sacrificed, but that still gave the rest of the party a chance to rescue you. [/QUOTE]
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