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How to enable Running Away
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<blockquote data-quote="Janx" data-source="post: 5914455" data-attributes="member: 8835"><p>These are great questions. I'm speaking broadly, that a common problem seen by some GMs (as evidenced by threads on the topic) is that the PCs never run away.</p><p></p><p>One culprit blamed is the rule-set. People do the math and can see that a party that moves at 30' and monsters that move at 40' and the party is pretty much screwed.</p><p></p><p>I'm trying to be rules-agnostic, or at least avoid bashing rulesets. While it might be technically correct, few people want to hear "you are using the wrong rules, change your ruleset"</p><p></p><p>So the exercise as I see it is to come up with ideas that enable running away, changing player mindset such that PCs consider it and attempt it more often that they do now, which is mostly never by stereotypical examples.</p><p></p><p></p><p></p><p>Personally, to answer your questions:</p><p>1) does the PC have to pass the combat to advance?</p><p>No, I don't think so. I try to make things such that I have obstacles to the PCs goals, but the PCs are free to do whatever they want, including abandoning the goal.</p><p></p><p>2) Do the rules make running away hard? </p><p>I have no doubt that 3.5e mechanics do not help running away. by default, most folks do the math and decide to take their chances for a TPK, because there were no hooks left in to make it an option. I certainly don't normally think to look at escape routes and see if maybe I should drop one in now and then.</p><p></p><p>3) Do you make combats have personal risk?</p><p>Yes. While I may tend to make adventures with level appropriate monsters, it only takes 5 encounters or bad rolls to gank a PC. And while I might make the man who shot your pa be a few levels above you, I won't stop you from going to the cave of the ridiculously strong monster. So while I try to make it a fair fight, if you die, you're dead.</p></blockquote><p></p>
[QUOTE="Janx, post: 5914455, member: 8835"] These are great questions. I'm speaking broadly, that a common problem seen by some GMs (as evidenced by threads on the topic) is that the PCs never run away. One culprit blamed is the rule-set. People do the math and can see that a party that moves at 30' and monsters that move at 40' and the party is pretty much screwed. I'm trying to be rules-agnostic, or at least avoid bashing rulesets. While it might be technically correct, few people want to hear "you are using the wrong rules, change your ruleset" So the exercise as I see it is to come up with ideas that enable running away, changing player mindset such that PCs consider it and attempt it more often that they do now, which is mostly never by stereotypical examples. Personally, to answer your questions: 1) does the PC have to pass the combat to advance? No, I don't think so. I try to make things such that I have obstacles to the PCs goals, but the PCs are free to do whatever they want, including abandoning the goal. 2) Do the rules make running away hard? I have no doubt that 3.5e mechanics do not help running away. by default, most folks do the math and decide to take their chances for a TPK, because there were no hooks left in to make it an option. I certainly don't normally think to look at escape routes and see if maybe I should drop one in now and then. 3) Do you make combats have personal risk? Yes. While I may tend to make adventures with level appropriate monsters, it only takes 5 encounters or bad rolls to gank a PC. And while I might make the man who shot your pa be a few levels above you, I won't stop you from going to the cave of the ridiculously strong monster. So while I try to make it a fair fight, if you die, you're dead. [/QUOTE]
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