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How to enable Running Away
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<blockquote data-quote="Janx" data-source="post: 5924499" data-attributes="member: 8835"><p>Every time I've considered a retreat, the first step was always to use the combat movement rules. Which tends to be choices of:</p><ul> <li data-xf-list-type="ul">move 1 square (5 foot step, slow but safe)</li> <li data-xf-list-type="ul">move 6 squares away from the enemy (move+standard action)</li> <li data-xf-list-type="ul">do a full move for 12 squares (move + move)*</li> <li data-xf-list-type="ul">run away for 24 squares (Move + Move at double-speed)</li> </ul><p></p><p><a href="http://www.d20srd.org/srd/combat/combatStatistics.htm#speed" target="_blank">Combat Statistics :: d20srd.org</a></p><p></p><p>Invariably, the enemy, just does the same thing to keep you in melee range. Which might mean an AoO when you leave them, but no AoO when they rejoin you.</p><p></p><p><a href="http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm#moving" target="_blank">Attacks Of Opportunity :: d20srd.org</a></p><p></p><p>As I starred one of the items, it corresponds to the Withdraw full-round action which is a move+move with no AoO:</p><p><a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#withdraw" target="_blank">Actions In Combat :: d20srd.org</a></p><p></p><p>Withdraw is the closest thing I see on d20srd that relates to trying to retreat. And technically, while it negates the AoO risk, you're only moving 12 squares and the enemy can probably move the same to keep up.</p><p></p><p>Furthermore, a PC doing 12 or better is using a full round or standard action, they aren't free to deploy any other trick to get away. This means that the best the PC can do is do a single move, play their trick (drop caltrops) and wait until next round to move away. Meanwhile, the enemy has moved up next to them, making taking a little pain from the caltrops.</p><p></p><p>So, to S'mon's point, yes, my peeps apply the tactical combat rules to retreat and generally come to the conclusion that you can only run away from slow enemies or enemies who have no reason to pursue (which is why some of my ideas revolve around the psychology of why NPCs might not pursue).</p></blockquote><p></p>
[QUOTE="Janx, post: 5924499, member: 8835"] Every time I've considered a retreat, the first step was always to use the combat movement rules. Which tends to be choices of: [LIST] [*]move 1 square (5 foot step, slow but safe) [*]move 6 squares away from the enemy (move+standard action) [*]do a full move for 12 squares (move + move)* [*]run away for 24 squares (Move + Move at double-speed) [/LIST] [url=http://www.d20srd.org/srd/combat/combatStatistics.htm#speed]Combat Statistics :: d20srd.org[/url] Invariably, the enemy, just does the same thing to keep you in melee range. Which might mean an AoO when you leave them, but no AoO when they rejoin you. [url=http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm#moving]Attacks Of Opportunity :: d20srd.org[/url] As I starred one of the items, it corresponds to the Withdraw full-round action which is a move+move with no AoO: [url=http://www.d20srd.org/srd/combat/actionsInCombat.htm#withdraw]Actions In Combat :: d20srd.org[/url] Withdraw is the closest thing I see on d20srd that relates to trying to retreat. And technically, while it negates the AoO risk, you're only moving 12 squares and the enemy can probably move the same to keep up. Furthermore, a PC doing 12 or better is using a full round or standard action, they aren't free to deploy any other trick to get away. This means that the best the PC can do is do a single move, play their trick (drop caltrops) and wait until next round to move away. Meanwhile, the enemy has moved up next to them, making taking a little pain from the caltrops. So, to S'mon's point, yes, my peeps apply the tactical combat rules to retreat and generally come to the conclusion that you can only run away from slow enemies or enemies who have no reason to pursue (which is why some of my ideas revolve around the psychology of why NPCs might not pursue). [/QUOTE]
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