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How to enable Running Away
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<blockquote data-quote="El Mahdi" data-source="post: 5915359" data-attributes="member: 59506"><p>Not very good, but better odds than in an RPG...</p><p> </p><p></p><p> </p><p>And that was due to a disorderly running away, not a tactical retreat. You're also talking about bigger numbers which means a target rich environment...and even then not everyone was slaughtered. A group of PC's is a much smaller unit. Medieval military routs of fleeing armies is not a very good comparison.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p> </p><p></p><p> </p><p>I agree, which is why I mentioned using a rear guard in my previous post...(did you read all of it?)</p><p> </p><p>However, I do believe that RPG's tend to make it less effective than real life. Most especially so in D&D.</p><p> </p><p></p><p> </p><p>I already gave you an example in my previous post: dense jungle. Dense jungle is not going to affect all creatures the same way. The larger the creature, the harder it will be...even to the point of impassability.</p><p> </p><p>But D&D rules just cause a flat reduction in movement speeds across the board, leaving the faster creature, even though larger and in terrain that should be impassible, still faster than the PC's. That's an obvious conflict. One created by rules geared primarily toward being easy, rather than easy and realistic.</p><p> </p><p> </p><p>So, what would you do to make the rules reflect and enable real tactical choices, with at least some chance of success (rather than the near zero the rules seem to present)...?</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5915359, member: 59506"] Not very good, but better odds than in an RPG... And that was due to a disorderly running away, not a tactical retreat. You're also talking about bigger numbers which means a target rich environment...and even then not everyone was slaughtered. A group of PC's is a much smaller unit. Medieval military routs of fleeing armies is not a very good comparison.:erm: I agree, which is why I mentioned using a rear guard in my previous post...(did you read all of it?) However, I do believe that RPG's tend to make it less effective than real life. Most especially so in D&D. I already gave you an example in my previous post: dense jungle. Dense jungle is not going to affect all creatures the same way. The larger the creature, the harder it will be...even to the point of impassability. But D&D rules just cause a flat reduction in movement speeds across the board, leaving the faster creature, even though larger and in terrain that should be impassible, still faster than the PC's. That's an obvious conflict. One created by rules geared primarily toward being easy, rather than easy and realistic. So, what would you do to make the rules reflect and enable real tactical choices, with at least some chance of success (rather than the near zero the rules seem to present)...? [/QUOTE]
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