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How to enable Running Away
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<blockquote data-quote="Janx" data-source="post: 5915699" data-attributes="member: 8835"><p>i don't see why addressing player's side issues wouldn't be part of enabling running away. If you send them to therapy, counseling and training, and they come back fresh and ready to run away, you've enabled running away.</p><p></p><p>Personally, I don't mind the bit of rules-referencing that's going on. I don't want to see "you should play a different game, because your game doesn't do that well" as I find that to be useless advice as most people won't be switching game systems.</p><p></p><p>IME, I have never seen expeditious retreat used. Never seen any potions other than healing you could buy (had to find them). Never seen a tanglefoot or smokestick at all. I've never seen caltrops used (how many do you need per square, and how many AoO's do you draw when you dig in your pack for them and dump them?). So personally, I'm looking at the problem as how to make a retreat work with nothing special for the task.</p><p></p><p>One idea i just had, was to setup a fighter's academy or officer's training school or some such. When the PCs are first starting out, pick a PC that would fit into such a structure and start his part of the game in a tactical training class. Put a magical combat board on the table and have the instructor's "Last Lesson" be a study on Retreat. Plop some miniatures on the board and simulate a 1st level party that is like your actual party and have the other players (not just the fighter PC) help run the other chars. From here, have them demonstrate the tactics to successfully retreat from the Monsters (potentially starting at full health even).</p><p></p><p>The point is, the players get a chance to experience how to execute a withdrawal on the board with real game rules, but nothing at stake. They can repeat the exercise, see how the math rules work and how the variations work in relation to retreating.</p></blockquote><p></p>
[QUOTE="Janx, post: 5915699, member: 8835"] i don't see why addressing player's side issues wouldn't be part of enabling running away. If you send them to therapy, counseling and training, and they come back fresh and ready to run away, you've enabled running away. Personally, I don't mind the bit of rules-referencing that's going on. I don't want to see "you should play a different game, because your game doesn't do that well" as I find that to be useless advice as most people won't be switching game systems. IME, I have never seen expeditious retreat used. Never seen any potions other than healing you could buy (had to find them). Never seen a tanglefoot or smokestick at all. I've never seen caltrops used (how many do you need per square, and how many AoO's do you draw when you dig in your pack for them and dump them?). So personally, I'm looking at the problem as how to make a retreat work with nothing special for the task. One idea i just had, was to setup a fighter's academy or officer's training school or some such. When the PCs are first starting out, pick a PC that would fit into such a structure and start his part of the game in a tactical training class. Put a magical combat board on the table and have the instructor's "Last Lesson" be a study on Retreat. Plop some miniatures on the board and simulate a 1st level party that is like your actual party and have the other players (not just the fighter PC) help run the other chars. From here, have them demonstrate the tactics to successfully retreat from the Monsters (potentially starting at full health even). The point is, the players get a chance to experience how to execute a withdrawal on the board with real game rules, but nothing at stake. They can repeat the exercise, see how the math rules work and how the variations work in relation to retreating. [/QUOTE]
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