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<blockquote data-quote="Blue" data-source="post: 8676601" data-attributes="member: 20564"><p>A couple of thoughts on retreating.</p><p></p><p>1. There seems to be a great difference in retreating between campaigns that are not level specific and the players know fights may be unfair, and campaigns where players have been trained that "if it's there, it's a fair fight" either intentionally or unintentionally through actions.</p><p></p><p>1a. The corollary to this is that in a game where retreats are expected occasionally, both the characters are more prepared to do so in terms of spells/consumables/etc, the players are more prepared to make that call are retreat as a unit, and the DM is more likely to have given reasons why retreat isn't mechanically death (just chasing from nest/younglings, small exit points the foe can't follow through, etc.)</p><p></p><p>2. Players as a whole are <em>very</em> loathe to leave behind another PC, so often running becomes a non-starter as at least some of the other PCs will also stay behind and at that point if the other PCs run it will be abandoning them to die and might as well try to push forward.</p><p></p><p>3. D&D rules, while varying be edition, are pretty antagonistic toward fleeing. Opportunity attacks, slow movement compared to ranged attacks, monsters faster than the slowest in the party - lots of "take lots of damage as you try to retreat, maybe die anyway".</p><p></p><p>3a. Other D&D-like sometimes add in rules to encourage this. For example the D20 game 13th Age allows a full retreat, including the bodies of those fallen/unconscious, at the cost of a campaign setback. These stakes can be hammered out in any gae, but by codifying it the players know they have something to fall back on, and the DM has a direction offered by the rules.</p></blockquote><p></p>
[QUOTE="Blue, post: 8676601, member: 20564"] A couple of thoughts on retreating. 1. There seems to be a great difference in retreating between campaigns that are not level specific and the players know fights may be unfair, and campaigns where players have been trained that "if it's there, it's a fair fight" either intentionally or unintentionally through actions. 1a. The corollary to this is that in a game where retreats are expected occasionally, both the characters are more prepared to do so in terms of spells/consumables/etc, the players are more prepared to make that call are retreat as a unit, and the DM is more likely to have given reasons why retreat isn't mechanically death (just chasing from nest/younglings, small exit points the foe can't follow through, etc.) 2. Players as a whole are [I]very[/I] loathe to leave behind another PC, so often running becomes a non-starter as at least some of the other PCs will also stay behind and at that point if the other PCs run it will be abandoning them to die and might as well try to push forward. 3. D&D rules, while varying be edition, are pretty antagonistic toward fleeing. Opportunity attacks, slow movement compared to ranged attacks, monsters faster than the slowest in the party - lots of "take lots of damage as you try to retreat, maybe die anyway". 3a. Other D&D-like sometimes add in rules to encourage this. For example the D20 game 13th Age allows a full retreat, including the bodies of those fallen/unconscious, at the cost of a campaign setback. These stakes can be hammered out in any gae, but by codifying it the players know they have something to fall back on, and the DM has a direction offered by the rules. [/QUOTE]
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