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How to get out of battle
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5228569" data-attributes="member: 82106"><p>This kind of thing isn't covered by rules. Its a matter of what the situation is. A player can always decide his character is going to do anything the character is capable of doing. Running away is going to be one of those things in most cases. As other people have said though, the enemy may give chase. The character might also run into other hazards etc along the way. You'll have to play it out just like you would play out any other situation where a PC is traveling around in your world. Of course the DM usually has a lot of leeway in how easy or hard things are. </p><p></p><p>Imagine a party of 5 PCs. One of them decides to run away. Maybe a monster follows him. Maybe the monsters finish off the other characters and then come hunting after him, they will only be seconds or minutes behind. If the fleeing character has to cover miles of ground to get home he might not make it. </p><p></p><p>You could create a skill challenge for this kind of thing. Endurance lets the character keep moving fast for hours at a time, Athletics gets him past obstacles rapidly, Nature lets him take a shortcut, etc. If he fails the challenge then the pursuit catches up. If not he gets away.</p><p></p><p>Here's the big question though, WHY would one PC decide to leave the party to get healed? Its going to take him a pretty long time to do that, probably a few hours at least. In the meantime what do the other PCs do? Usually by the time the character that left rejoins the party the adventure for the day will be over already. It doesn't make much sense for the party to split up. They might as well all stick together and if they need healing then they should all retreat and get what they need. Remember, if you can survive to the end of an encounter you can use healing surges. If you're out of surges then you really need to withdraw anyway since most healing won't help you at that point.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5228569, member: 82106"] This kind of thing isn't covered by rules. Its a matter of what the situation is. A player can always decide his character is going to do anything the character is capable of doing. Running away is going to be one of those things in most cases. As other people have said though, the enemy may give chase. The character might also run into other hazards etc along the way. You'll have to play it out just like you would play out any other situation where a PC is traveling around in your world. Of course the DM usually has a lot of leeway in how easy or hard things are. Imagine a party of 5 PCs. One of them decides to run away. Maybe a monster follows him. Maybe the monsters finish off the other characters and then come hunting after him, they will only be seconds or minutes behind. If the fleeing character has to cover miles of ground to get home he might not make it. You could create a skill challenge for this kind of thing. Endurance lets the character keep moving fast for hours at a time, Athletics gets him past obstacles rapidly, Nature lets him take a shortcut, etc. If he fails the challenge then the pursuit catches up. If not he gets away. Here's the big question though, WHY would one PC decide to leave the party to get healed? Its going to take him a pretty long time to do that, probably a few hours at least. In the meantime what do the other PCs do? Usually by the time the character that left rejoins the party the adventure for the day will be over already. It doesn't make much sense for the party to split up. They might as well all stick together and if they need healing then they should all retreat and get what they need. Remember, if you can survive to the end of an encounter you can use healing surges. If you're out of surges then you really need to withdraw anyway since most healing won't help you at that point. [/QUOTE]
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