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Running away and pursuit in 4e
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5088805" data-attributes="member: 20805"><p>I have used the 'zoom' function on a battlemap on occasions when an encounter starts much farther away, or when a group of NPC's flee, and need to be chased.</p><p></p><p> For prepared long range encounters I mark a line or two on the map that indicate a zoom level change. On the outer side of the line each square has a higher cost to move through, essentially zooming out from the characters. Once they cross the line the get to normal battlespace.</p><p></p><p> For adhoc run away scenarios, I 'zoom' the entire map.. usually doubling the cost of all the squares, and shift the fleeing characters back to the appropriate place on the map. Repeat as needed.</p><p></p><p> I also prefer to use the excellent 'Hot Pursuit' rules, which are pending a rewrite to 4e.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5088805, member: 20805"] I have used the 'zoom' function on a battlemap on occasions when an encounter starts much farther away, or when a group of NPC's flee, and need to be chased. For prepared long range encounters I mark a line or two on the map that indicate a zoom level change. On the outer side of the line each square has a higher cost to move through, essentially zooming out from the characters. Once they cross the line the get to normal battlespace. For adhoc run away scenarios, I 'zoom' the entire map.. usually doubling the cost of all the squares, and shift the fleeing characters back to the appropriate place on the map. Repeat as needed. I also prefer to use the excellent 'Hot Pursuit' rules, which are pending a rewrite to 4e. [/QUOTE]
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Running away and pursuit in 4e
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