Garthanos
Arcadian Knight
Or hold the door and fake his own defeat/death while they race after the others too late and he meets up with them later oh wait only rogues are allowed to be sneaky my bad...the slow tank gets left behind to die, etc.
Or hold the door and fake his own defeat/death while they race after the others too late and he meets up with them later oh wait only rogues are allowed to be sneaky my bad...the slow tank gets left behind to die, etc.
Maybe the 'tank' - who presumably has damn good (heh, or at least 'remarkable') Athletics & Endurance - should be able to get away, in his own right, after delaying the enemy for a round or two...Or hold the door and fake his own defeat/death while they race after the others too late and he meets up with them later oh wait only rogues are allowed to be sneaky my bad...
That fulfills tropes too Base ,move somewhat on athletics in a general sense wonder what that might look like.Maybe the 'tank' - who presumably has damn good (heh, or at least 'remarkable') Athletics & Endurance - should be able to get away, in his own right, after delaying the enemy for a round or two...
'...should...'
I agree. While its annoying to die, or get paralyzed, stone, hold, etc. it usually isn't campaign ending and generally creatures that can do these things are not common.(shrug) I never really had a problem with it, myself.
I've never felt like the game needed my permission to kill my character.
I can see how a mechanic like that wouldn't be satisfying for some players who would be more interested in playing out the gap between realizing the encounter is going south and actually extricating themselves. It becomes a bit like the scene from the "Witchsmeller Pursuivant" episode from the first Black Adder series in which Edmund, Percy, and Baldrick are all being sentenced to burning for being witches when they suddenly teleport away with basically a "whew, that was lucky" and no explanation.I'd suggest just using the standard methods from 13th Age, Fate, or some other modern games: If the players agree, they can immediately concede the encounter and retreat to a safe place, but they will suffer a campaign loss. The "campaign loss" term essentially means that there will be in-game consequences for the loss.