Greybar
No Trouble at All
In Destans excellent story hour, Joshua Randall made a very good comment:
Indeed, as a GM I think it's part of my job to sometimes throw challenges out there where the players should at least seriously consider retreat if not immediately take to their heels. Even the heroes of Sepulchrave's story hour had to flee a few episodes back.
But it can be hard to disengage from an enemy in D&D (much as in real-life), particularly for those not blessed by high-level spells such as Teleport.
So I'm interested in your thoughts:
1) Is your gaming group good at assessing when you should flee?
2) Do you trust that your GM would never throw something at your that you couldn't handle?
3) Do you think it is feasible to withdraw from combat, or does your last chance to get away disappear when you close within 60" or so?
john
The advice to run is often a PC's best option. But how often do they heed it? *shakes head sadly*
Didn't Gandalf put it best in Fellowship of the Ring: "This foe is beyond any of you. Run!"
Indeed, as a GM I think it's part of my job to sometimes throw challenges out there where the players should at least seriously consider retreat if not immediately take to their heels. Even the heroes of Sepulchrave's story hour had to flee a few episodes back.
But it can be hard to disengage from an enemy in D&D (much as in real-life), particularly for those not blessed by high-level spells such as Teleport.
So I'm interested in your thoughts:
1) Is your gaming group good at assessing when you should flee?
2) Do you trust that your GM would never throw something at your that you couldn't handle?
3) Do you think it is feasible to withdraw from combat, or does your last chance to get away disappear when you close within 60" or so?
john