Fleeing for Fun and Profit
I’ve written a fair amount of stuff for this game so far, and one thing I briefly mentioned early is that there are mechanics for running away and for chases. And that’s not just “move on your turn and hope you’re faster”.
Everyone who’s participated in this campaign has seen Reaction Rolls in play, where many monsters or creatures you encounter may be indifferent, open to negotiation, or friendly rather than immediately hostile. Everyone’s seen Morale Rolls too, where monsters will sometimes run away once you kill one, or half of them, or a leader or something.
One thing I haven’t seen much of yet (though it’s happened a couple of times) is fleeing, so I do want to make sure you all know this is a tool in your toolkit. There may be foes that simply overmatch you. Brave heroics are great, and a victory against the odds is sweet, but sometimes you just want to keep your cool PC alive, and come back and get that opponent another day. Friday night saw a 3rd level PC go down and very nearly die, and it would have been extra sad if the rest of his party died too…
Old school games are deliberately designed such that fights will not necessarily be balanced. There’s a general principle in the dungeon that the deeper you go, the nastier it gets (and the bigger the rewards, of course!), but it’s not always a 1-1 correlation. And of course, some fights you might handle easily when your party is fresh might become life-threatening once someone goes down, or a healer miscasts on Suture.
The basic mechanic is as follows, though I MAY make modifications in special circumstances:
On the PCs’ turn you can choose to flee. All conscious and mobile characters have the option. You can go all together or individually. Tell me which way you’re going.
If only some flee, they are under most circumstances (barring exceptional numbers of enemies, being surrounded, having a door locked behind you or something) guaranteed to escape, while the opponents focus on whoever stays behind.
As the 5TD rulebook specifies, normally no check is needed to Retreat, but if the monsters (say) are between you and your desired flight path, I may ask you to take a DEX or STR check. Remember that by default we don’t use attacks of opportunity in this game, so if you have a path you can run around the bad guys, normally no check will be needed. If you have to try to break/worm your way through a line or circle of them, it’ll be a check.
If everyone mobile flees, and the monsters are free to pursue (and don’t have a specific reason NOT to, like, say, immobile magical guardians of a location), the DM rolls 2d6, and on a 9 or higher the monsters pursue, with the following modifiers to the die roll:
-2 if any monsters have been slain
+2 if no monsters have been hit
+3 if the monsters are hunting the party
If the monsters pursue, I compare movement rates, with the party having a one round head start. If the party is faster you automatically escape, unless you are stopped or trapped somehow, or stop too soon.
While fleeing, you can also do things to discourage pursuit, such as spiking doors shut once you retreat through them, scattering caltrops or something behind you, dropping food to distract or stop hungry or animal-type monsters, or dropping treasure to stop pursuers who care about wealth and shinies! If you drop food or treasure and the monsters are interested in the type of thing dropped, there is a 50/50 chance they abandon pursuit and focus on whatever you’ve dropped. I may modify that up or down depending on how attractive the bait is. Use your judgement. J
If nothing is dropped, they pursue and I make another check every 5 rounds, with the same modifiers as before, with another +2 if the number of pursuing monsters is greater than the number of characters. They continue pursuit on a 9+. Monsters will generally give up after some extended period, known to the DM....