LordEntrails
Hero
I stay in "combat" until the fleeing creature(s) are out of range/sight, then at the start of the next round switch to chase rules.
I'm uncomfortable with this. So in one round creatures go from being in range, around 0-50 feet and suddenly they are magically out or range? I've got players with 600ft range. For me, it's not fair to them to suddenly have to start chasing their targets, when they really should have several more rounds to attack the fleeing enemy.My answer: as soon as one creature announces that they're making a run for it.
Something like "On your turn, you can take an action to remove yourself from combat". Then, on their turn, other characters/creatures can decide to either 1) stay in combat or 2) initiate a chase, at which point they too are removed from combat.
Ultimately it's mostly a question of whether you want to introduce retreat as a valid combat option or not. As for range, I'd tend to adjudicate based on the terrain, and give chase benefits to feats or features that increase accuracy and range. Otherwise in most combat situation, I's a good assumption that someone could lose line-of-sight after 100 feet.I'm uncomfortable with this. So in one round creatures go from being in range, around 0-50 feet and suddenly they are magically out or range? I've got players with 600ft range. For me, it's not fair to them to suddenly have to start chasing their targets, when they really should have several more rounds to attack the fleeing enemy.
In the first case, adding some variability to speed and/or a run action can help shut it down.What I want to avoid is a situation where "creature A dashes for 60 feet, creating an attack of opportunity from creature B. Then creature B moves within 5 feet of creature A. Next round, creature A dashes for 60 feet, creating an attack of opportunity from creature B. Then creature B moves within 5 feet of creature A, etc" giving creature B an infinite number of attacks of opportunity against creature A who cannot ever get out of reach short of having a greater speed.
or
"creature A dashes for 60 feet. Then creature B moves 30 feet closer, reducing the gap to 30 feet, and makes a (full round worth of) ranged attack/spell. Next round, creature A dashes another 60 feet Then creature B moves 30 feet closer, reducing the gap to 60 feet, and makes a (full round worth of) ranged attack/spell, etc" giving creature B anywhere from 10 to 20 rounds worth of attacks before creature A is out of range.
The desired style counts for a lot.In the first case, adding some variability to speed and/or a run action can help shut it down.
In the second case, creature A should be dead unless they can find cover.
Another run at the run action:
Run: You can take the Run action on a turn after you took the Dash or Run action.
When you Run, you first roll Strength(Athletics) and add that to your speed. Then you gain the benefits of the Dash action. Finally, you have disadvantage on opportunity attacks until the end of your next turn.
---
Now, A dashes 60 feet, provokes an OA. B dashes and closes the distance.
Now A runs. It gets 1 more OA, but now gains an extra set of distance.
B can now open up the distance. If A keeps pace while also Running, the OAs will be at disadvantage.
Now, it takes effort to get away here. All things being equal, B is screwed, because A can keep up. But fleeing combat is dangerous; you usually have to leave someone behind to delay your foes to buy time.
If fleeing combat wasn't dangerous or hard, then you couldn't ever kill a foe with weapons unless they held their ground. They'd just walk away.
You are in fact able to choose to attack/cast instead of dash, when pursuing someone. In that case you are trying to stop them in a different way, but if you miss their distance from you increases and thus their chance of not being targettable next round and closer to escape. Indeed even those escaping can choose to shoot the pursuers if they think they have a reason to do so.I'm uncomfortable with this. So in one round creatures go from being in range, around 0-50 feet and suddenly they are magically out or range? I've got players with 600ft range. For me, it's not fair to them to suddenly have to start chasing their targets, when they really should have several more rounds to attack the fleeing enemy.