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General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: What Do You Mean, "Run"?
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<blockquote data-quote="Muh" data-source="post: 9695448" data-attributes="member: 7042567"><p>The system teaches players not to retreat.</p><p></p><p>As someone else stated in another post, there are many mechanical incentives not to retreat. </p><p></p><p>1: Every turn spent retreating is a turn not spent trying to defeat the opposition.</p><p></p><p>2: Initiative order. Consider following turn order Paladin -> Fighter -> Monster -> Wizard -> repeat. If the paladin and fighter retreat, they potentially expose the wizard to attacks from the monster. This means that the paladin and fighter now have to delay actions until after the wizard, and people rarely want to faff about with initiative turn order like that anyway.</p><p></p><p>3: Attacks of opportunity. Sure you can take a withdraw action or equivalent to avoid attacks of opportunity, but when you do that you eschew your chance at taking a normal action during your turn.</p><p></p><p>4: Since the party is, during escape attempts, incapable of taking conventional actions, they're a lot more vulnerable to attacks from enemies. What happens if a player gets downed? Imagine this scenario: A party of 3 decides to attempt to escape so they spent 3 turns to do this, giving all monsters free rounds, and now the paladin is downed. They've spent turns to run away and now they have to chose between abandoning a downed player (who was downed because they spent their turns running away) or stand and fight at a disadvantage. It would've been easier to just stand and fight from the beginning.</p></blockquote><p></p>
[QUOTE="Muh, post: 9695448, member: 7042567"] The system teaches players not to retreat. As someone else stated in another post, there are many mechanical incentives not to retreat. 1: Every turn spent retreating is a turn not spent trying to defeat the opposition. 2: Initiative order. Consider following turn order Paladin -> Fighter -> Monster -> Wizard -> repeat. If the paladin and fighter retreat, they potentially expose the wizard to attacks from the monster. This means that the paladin and fighter now have to delay actions until after the wizard, and people rarely want to faff about with initiative turn order like that anyway. 3: Attacks of opportunity. Sure you can take a withdraw action or equivalent to avoid attacks of opportunity, but when you do that you eschew your chance at taking a normal action during your turn. 4: Since the party is, during escape attempts, incapable of taking conventional actions, they're a lot more vulnerable to attacks from enemies. What happens if a player gets downed? Imagine this scenario: A party of 3 decides to attempt to escape so they spent 3 turns to do this, giving all monsters free rounds, and now the paladin is downed. They've spent turns to run away and now they have to chose between abandoning a downed player (who was downed because they spent their turns running away) or stand and fight at a disadvantage. It would've been easier to just stand and fight from the beginning. [/QUOTE]
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