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*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8155890" data-attributes="member: 70468"><p>Yep. The goal here is to emphasize to the players that those rules will be used, and they will be able to escape if they choose to do that.</p><p></p><p></p><p>Thanks. Just to be clear, it’s basically just <a href="https://oldschoolessentials.necroticgnome.com/srd/index.php/Evasion_and_Pursuit#In_the_Dungeon" target="_blank">pursuit rules</a> with the guarantee that PCs will succeed if they try to escape (just need to figure out how). It’s not intended as a general <a href="https://fate-srd.com/fate-core/conflicts#conceding-the-conflict" target="_blank">concession</a> mechanism, though I don’t think it would be a problem if PCs tried to escape in the middle of a fight (but the price would have to be higher).</p><p></p><p></p><p>Having to do some prep work is why I wonder if it’s too heavyweight. If we’re talking about adding random encounters, then it needs to be something a GM can easily use to allow PCs to get away from a random encounter.</p><p></p><p></p><p>I can’t speak to AD&D or OD&D, but OSE’s (B/X) are linked above. I’ll inline them here. Note that turns are defined as ten minutes long. Turns are divided into 60 rounds (each 10 seconds long).</p><p></p><p></p><p></p><p></p><p>There’s some discussion of VP-based systems on <a href="https://www.enworld.org/threads/exploration-mode-discussion.675191/page-2" target="_blank">page 2 of the exploration</a> thread here. It’s not restricted to chase, but there’s a chase at the end of this <a href="https://www.enworld.org/threads/exploration-mode-discussion.675191/post-8137396" target="_blank">recap post</a>.</p><p></p><p></p><p>The escape rules are only for the PCs. It’s a way to communicate to the players that they can escape if they get into trouble. As discussed above, you’d play it out at the table (most likely using theater of the mind). If an enemy tried to flee, you’d just keep doing things normally. However, if that resulted in running straight into a room full of guards ready to attack, then they’d have the ability to retreat. There will be a cost to it, but it’s less than “well, you failed to stop the guy from fleeing, so we have to tear up everyone’s characters and make new ones”.</p><p></p><p></p><p>The goal is to give players a way to control the engagement and get out of trouble, especially if we’re allowing for encounters to combine or even be just too difficult to fight head-on. Implicit in this is the expectation that combat be devalued. If the players keep assuming everything is there to fight, then it may be necessary to reduce XP from defeating monsters and to supply it through other means (accomplishments, treasure, relationships, whatever other than combat).</p></blockquote><p></p>
[QUOTE="kenada, post: 8155890, member: 70468"] Yep. The goal here is to emphasize to the players that those rules will be used, and they will be able to escape if they choose to do that. Thanks. Just to be clear, it’s basically just [URL='https://oldschoolessentials.necroticgnome.com/srd/index.php/Evasion_and_Pursuit#In_the_Dungeon']pursuit rules[/URL] with the guarantee that PCs will succeed if they try to escape (just need to figure out how). It’s not intended as a general [URL='https://fate-srd.com/fate-core/conflicts#conceding-the-conflict']concession[/URL] mechanism, though I don’t think it would be a problem if PCs tried to escape in the middle of a fight (but the price would have to be higher). Having to do some prep work is why I wonder if it’s too heavyweight. If we’re talking about adding random encounters, then it needs to be something a GM can easily use to allow PCs to get away from a random encounter. I can’t speak to AD&D or OD&D, but OSE’s (B/X) are linked above. I’ll inline them here. Note that turns are defined as ten minutes long. Turns are divided into 60 rounds (each 10 seconds long). There’s some discussion of VP-based systems on [URL='https://www.enworld.org/threads/exploration-mode-discussion.675191/page-2']page 2 of the exploration[/URL] thread here. It’s not restricted to chase, but there’s a chase at the end of this [URL='https://www.enworld.org/threads/exploration-mode-discussion.675191/post-8137396']recap post[/URL]. The escape rules are only for the PCs. It’s a way to communicate to the players that they can escape if they get into trouble. As discussed above, you’d play it out at the table (most likely using theater of the mind). If an enemy tried to flee, you’d just keep doing things normally. However, if that resulted in running straight into a room full of guards ready to attack, then they’d have the ability to retreat. There will be a cost to it, but it’s less than “well, you failed to stop the guy from fleeing, so we have to tear up everyone’s characters and make new ones”. The goal is to give players a way to control the engagement and get out of trouble, especially if we’re allowing for encounters to combine or even be just too difficult to fight head-on. Implicit in this is the expectation that combat be devalued. If the players keep assuming everything is there to fight, then it may be necessary to reduce XP from defeating monsters and to supply it through other means (accomplishments, treasure, relationships, whatever other than combat). [/QUOTE]
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