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How to enable Running Away
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<blockquote data-quote="Crazy Jerome" data-source="post: 5914394" data-attributes="member: 54877"><p>Provide some limited use magic that is relatively cheap but geared more towards escape than anything else. Rarely is something pure in this regard, but a flashy, loud effect that leaves an area filled with smoke is more likely to be handy as a way to get away than a lot of other purposes. Sure, you can use that as a distraction and/or means of approach too.</p><p> </p><p>If the party insists on using up all such magic for distraction/attack, <strong>then</strong> rachet up the danger so that they wished they had saved some. It's one thing to have the party constantly fighting monsters faster than them, with no magic to escape. It's another thing to have the party fighting stuff about their speed that suddenly gets tough because the party has saved none of their escape methods for an emergency.</p><p> </p><p>It helps to have some such magic with little to no range on it. For example, have an item that can place a "glowing wall of slow" next to a character. The monsters may hesitate, try to run around it, or plow right through. Either way, the party gets a bit of a headstart on most of the foes. Make the same item a ranged effect, and it will get used early to slow down melee characters from closing.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5914394, member: 54877"] Provide some limited use magic that is relatively cheap but geared more towards escape than anything else. Rarely is something pure in this regard, but a flashy, loud effect that leaves an area filled with smoke is more likely to be handy as a way to get away than a lot of other purposes. Sure, you can use that as a distraction and/or means of approach too. If the party insists on using up all such magic for distraction/attack, [B]then[/B] rachet up the danger so that they wished they had saved some. It's one thing to have the party constantly fighting monsters faster than them, with no magic to escape. It's another thing to have the party fighting stuff about their speed that suddenly gets tough because the party has saved none of their escape methods for an emergency. It helps to have some such magic with little to no range on it. For example, have an item that can place a "glowing wall of slow" next to a character. The monsters may hesitate, try to run around it, or plow right through. Either way, the party gets a bit of a headstart on most of the foes. Make the same item a ranged effect, and it will get used early to slow down melee characters from closing. [/QUOTE]
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