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Less Opportunity Attacks
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<blockquote data-quote="CapnZapp" data-source="post: 7979917" data-attributes="member: 12731"><p>Several games simply say when you flee from a melee combat, your foe gets to take a free whack at you. Warhammer FRP for instance.</p><p></p><p>So yes, the basic core reason was to make "entering melee" a significant decision. It wouldn't feel right if your foe could just leg it with you being unable to do anything about it.</p><p></p><p>I guess the problem is few games have found it worthwhile to separate the two cases:</p><p>a) you running <strong>away</strong> (because your foe is better than you, or because more orcs are on the way...)</p><p>b) you running <strong>past</strong> (because you don't care about the guard in front of you, you want at the evil Sir Lord behind him)</p><p></p><p>I guess you could try a blunt approach (much like how Incapacitation works in PF2):</p><p></p><p>If you're lower level than your foe, you must succeed at some check in order to leave combat, or your movement action is wasted. If your foe doesn't like the direction you're leaving in, you need a larger degree of success on that check of yours or your movement action is wasted.</p><p></p><p>If you're higher level than your foe, he must instead make a check to stop you from leaving combat, probably giving up an attack to do so.</p><p></p><p>If you're both the same level, you can "flee" for free (and your foe needs to actively stop you if he wants to), and if you want to leave in a direction your foe doesn't like, you need to make your check but you don't need a larger degree of success.</p><p></p><p>Or something <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7979917, member: 12731"] Several games simply say when you flee from a melee combat, your foe gets to take a free whack at you. Warhammer FRP for instance. So yes, the basic core reason was to make "entering melee" a significant decision. It wouldn't feel right if your foe could just leg it with you being unable to do anything about it. I guess the problem is few games have found it worthwhile to separate the two cases: a) you running [B]away[/B] (because your foe is better than you, or because more orcs are on the way...) b) you running [B]past[/B] (because you don't care about the guard in front of you, you want at the evil Sir Lord behind him) I guess you could try a blunt approach (much like how Incapacitation works in PF2): If you're lower level than your foe, you must succeed at some check in order to leave combat, or your movement action is wasted. If your foe doesn't like the direction you're leaving in, you need a larger degree of success on that check of yours or your movement action is wasted. If you're higher level than your foe, he must instead make a check to stop you from leaving combat, probably giving up an attack to do so. If you're both the same level, you can "flee" for free (and your foe needs to actively stop you if he wants to), and if you want to leave in a direction your foe doesn't like, you need to make your check but you don't need a larger degree of success. Or something :) [/QUOTE]
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