Uller
Adventurer
Help me understand how fleeing from combat works...both 3.0 and 3.5 rules welcome (the withdraw action seems like it might sooth things out a bit).
Okay...you have character A and B with identical move rates in adjacent squares and each with a 5' reach melee weapon.
Character B decides he's had enough and wants out of the fight. A is going to chase him and attempt to grapple him (tackle really) to prevent him from getting away. Assume that the terrain is open enough that one can move fairly easily, but there are enough obstacles that B can prevent A from charging him.
So...B can:
1) Run
2) Withdraw (or in 3.0 he can do a up to a double move).
What can A do to attempt to prevent B from getting away and position himself so he can continue get AoOs?
Okay...you have character A and B with identical move rates in adjacent squares and each with a 5' reach melee weapon.
Character B decides he's had enough and wants out of the fight. A is going to chase him and attempt to grapple him (tackle really) to prevent him from getting away. Assume that the terrain is open enough that one can move fairly easily, but there are enough obstacles that B can prevent A from charging him.
So...B can:
1) Run
2) Withdraw (or in 3.0 he can do a up to a double move).
What can A do to attempt to prevent B from getting away and position himself so he can continue get AoOs?