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*Dungeons & Dragons
Fleeing
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<blockquote data-quote="Tony Vargas" data-source="post: 7147228" data-attributes="member: 996"><p>In genre, heroes tend to win battles. And D&D handles that moderately well.</p><p></p><p>In genre, when heroes don't win the battle, they tend to either either get away, or to be captured and escape later. D&D doesn't handle that at all well. </p><p></p><p>Capture scenarios in 3e and earlier were potentially worse than death, because there's always Raise Dead, but losing your all-important magic items... </p><p>And, yeah, 'Fleeing' has generally been a bad option, in most eds, there was little to go on besides movement rates (in 1e there was an 'Pursuit & Evading Pursuit' section, but it came down to comparing movement rates, and dropping food or treasure to distract pursuers) and the monsters were often faster than all the PCs, and at least one PC was usually quite slow. </p><p>In 3e the DM might decide to use skill checks to resolve a pursuit, but he was on his own as to how - if you went with everyone making endurance checks to keep running or checks to hide from pursuers, you'd almost always get at least one failure, and the gig was up. </p><p>4e added skill challenges, which, once they were fixed up, could be used with good results, but weren't specific to the issue (they could be used for a chase scene or escaping a capture scenario, but they could be used for a lotta things), and introduced group checks which fixed the one-failed-checks-blows-it-for-everyone problem with stealth or endurance or whatever. </p><p>5e quietly kept group checks and has some sort of chase rules, but I haven't dusted 'em off yet, and I couldn't find them in the SRD at a glance... :shrug: ... as with everything else in 5e, the DM is always free to just declare an action successful, so if you want to let the PCs escape, just narrate success when they try, or use a simple group check if you're OK with it going either way.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7147228, member: 996"] In genre, heroes tend to win battles. And D&D handles that moderately well. In genre, when heroes don't win the battle, they tend to either either get away, or to be captured and escape later. D&D doesn't handle that at all well. Capture scenarios in 3e and earlier were potentially worse than death, because there's always Raise Dead, but losing your all-important magic items... And, yeah, 'Fleeing' has generally been a bad option, in most eds, there was little to go on besides movement rates (in 1e there was an 'Pursuit & Evading Pursuit' section, but it came down to comparing movement rates, and dropping food or treasure to distract pursuers) and the monsters were often faster than all the PCs, and at least one PC was usually quite slow. In 3e the DM might decide to use skill checks to resolve a pursuit, but he was on his own as to how - if you went with everyone making endurance checks to keep running or checks to hide from pursuers, you'd almost always get at least one failure, and the gig was up. 4e added skill challenges, which, once they were fixed up, could be used with good results, but weren't specific to the issue (they could be used for a chase scene or escaping a capture scenario, but they could be used for a lotta things), and introduced group checks which fixed the one-failed-checks-blows-it-for-everyone problem with stealth or endurance or whatever. 5e quietly kept group checks and has some sort of chase rules, but I haven't dusted 'em off yet, and I couldn't find them in the SRD at a glance... :shrug: ... as with everything else in 5e, the DM is always free to just declare an action successful, so if you want to let the PCs escape, just narrate success when they try, or use a simple group check if you're OK with it going either way. [/QUOTE]
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