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"Run away! Run away!" ... what if they don't?
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<blockquote data-quote="Rod Staffwand" data-source="post: 7450497" data-attributes="member: 6776279"><p>I let any PC retreat from combat automatically if there is a reasonable path or potential for them to do so. No rolling necessary. They can grab a downed ally automatically, regardless of positioning, should they have the strength to do so. The loss of hp and other resources for no gain is usually punishment enough for entering into combat recklessly or by misfortune.</p><p></p><p>If the monsters pursue (based on my reading of their character and goals), I usually have each fleeing PC make 3 skill checks (usually athletics) vs. DC15 (for most foes, DC20 for faster ones or those adapted to the environment). Each failure draws an attack (or 1d3 if they are being chased by a mob or by foes with ranged options and good sightlines). After 3 checks, success or failure, they get away (or are caught). I reserve chasing for enraged and mindless foes, though, to make it a bit more dramatic.</p><p></p><p>These rules work for me. I want the group to be cautious about entering combat for the most part, but I don't want them to feel that they have to go through Seal Team Six levels of recon and maneuvering to take on enemies. This is a happy middle ground that keeps play moving, gives a comfortable buffer against TPKs, and allows me to through in insane level-inappropriate stuff (dragons everywhere, 800 goblin tribes, Willie the Wandering Lich) without worry of derailing the campaign.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7450497, member: 6776279"] I let any PC retreat from combat automatically if there is a reasonable path or potential for them to do so. No rolling necessary. They can grab a downed ally automatically, regardless of positioning, should they have the strength to do so. The loss of hp and other resources for no gain is usually punishment enough for entering into combat recklessly or by misfortune. If the monsters pursue (based on my reading of their character and goals), I usually have each fleeing PC make 3 skill checks (usually athletics) vs. DC15 (for most foes, DC20 for faster ones or those adapted to the environment). Each failure draws an attack (or 1d3 if they are being chased by a mob or by foes with ranged options and good sightlines). After 3 checks, success or failure, they get away (or are caught). I reserve chasing for enraged and mindless foes, though, to make it a bit more dramatic. These rules work for me. I want the group to be cautious about entering combat for the most part, but I don't want them to feel that they have to go through Seal Team Six levels of recon and maneuvering to take on enemies. This is a happy middle ground that keeps play moving, gives a comfortable buffer against TPKs, and allows me to through in insane level-inappropriate stuff (dragons everywhere, 800 goblin tribes, Willie the Wandering Lich) without worry of derailing the campaign. [/QUOTE]
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Community
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"Run away! Run away!" ... what if they don't?
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