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How to enable Running Away
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<blockquote data-quote="Derren" data-source="post: 5915253" data-attributes="member: 2518"><p>How exactly do you define "unfeasible"?</p><p>Is retreating unfeasible when it is not automatic or when there will be situation where escape is unlikely?</p><p>Unless you run very abstract combats where running away is just a skill roll (similar to what many jrpg video games have) there simply will be enemies where you can't run away from, at least not without losses.</p><p></p><p>When I fight as foot soldier against light cavalry I am aware that running is not an option. And this is not a fault of the system, it is my fault for fighting on foot against them.</p><p></p><p>A system can only provide tools (unless you use the abstract system mentioned above) and its the players responsibility to use them.</p><p>And as I said in a other post, I do think that D&D offers quite a lot of tools which aid escape, at least in its 3E version.</p><p></p><p>The real problem is to get the players to accept the idea of running away. And if they do they will look for themselves how to increase their chance of success by using the tools provided to them.</p><p>So where exactly do you see that running away is unfeasible in D&D?</p></blockquote><p></p>
[QUOTE="Derren, post: 5915253, member: 2518"] How exactly do you define "unfeasible"? Is retreating unfeasible when it is not automatic or when there will be situation where escape is unlikely? Unless you run very abstract combats where running away is just a skill roll (similar to what many jrpg video games have) there simply will be enemies where you can't run away from, at least not without losses. When I fight as foot soldier against light cavalry I am aware that running is not an option. And this is not a fault of the system, it is my fault for fighting on foot against them. A system can only provide tools (unless you use the abstract system mentioned above) and its the players responsibility to use them. And as I said in a other post, I do think that D&D offers quite a lot of tools which aid escape, at least in its 3E version. The real problem is to get the players to accept the idea of running away. And if they do they will look for themselves how to increase their chance of success by using the tools provided to them. So where exactly do you see that running away is unfeasible in D&D? [/QUOTE]
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