sniffles said:Even when we do manage to plan an organized withdrawal, we usually end up having one player who decides his character will be the martyr who has to watch our backs. Then everyone else will decide we can't possibly risk losing that PC, and the next thing you know we're all staying behind to cover each other.![]()
This one only means: "Leave the turtles in heavy armors behind"Moonstone Spider said:The problem with retreat in DnD is that the tactical elements of the game make retreat a losing proposition compared to trying to tough it out and crush the enemy.
AoO? That's the thing other chars sometimes provokeAt low levels many monsters outrun you, there are no teleport spells to save the door, and you frequently suck up tons of AoOs when you flee.
AgreedAt high levels damage output can be so extreme that the battle only lasts one or two rounds either way, leaving no time to plan or execute a retreat.
I usually retreated together with the archer. Then the rest followed and following monsters had to come through a hail of arrows. That worked.Personally I've almost invariably died when my character (even as part of a group) attempted a retreat due to these factors.
Darklone said:AoO? That's the thingotherchars sometimes provoke?