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<blockquote data-quote="mlund" data-source="post: 6614155" data-attributes="member: 50304"><p>In general, murdering the guy in the door way is much easier than trying to wrestling your way past him. It just has worse social consequences. If it is too difficult to turn the fellow blocking the doorway into a corpse, it's definitely too difficult to move him aside / move past him.</p><p></p><p>But that's <strong>combat thinking</strong> and the OP focus was about <strong>combat rules</strong>.</p><p></p><p>The real trick here is that your game situation has shifted from a <em>fight scene </em>to an <em>escape scene</em>. They shouldn't use the same exact rules paradigm. Chase and escape scenes aren't about "playing by the rules" of the combat sport. They aren't about killing people and taking their stuff - they are about trying to entangle, evade, and bamboozle people. They are about dynamics that the "<strong>Combat</strong>" section doesn't cover as well as the "<strong>Interaction</strong>" pillar does. It's one of those situations where you hang up the weapon and spell damage dice and start writing in plausible terrain features where the DM will allow you. Every character announces a tactic they are going to employ to try and force an opening. They DM sets checks and a bar for success. The stakes are how man rounds of one-sided combat the enemies get against the PCs before they make good on their escape - and what a PC might have to leave behind in the grips of a foe. Making my poor PC choose between his life / freedom or the contents of his Handy Haversack is rather cruel, but dramatically appropriate if he's the bad at escaping. </p><p></p><p>You are fleeing, so combat failed. Fail forward into something else.</p><p></p><p>Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6614155, member: 50304"] In general, murdering the guy in the door way is much easier than trying to wrestling your way past him. It just has worse social consequences. If it is too difficult to turn the fellow blocking the doorway into a corpse, it's definitely too difficult to move him aside / move past him. But that's [B]combat thinking[/B] and the OP focus was about [B]combat rules[/B]. The real trick here is that your game situation has shifted from a [I]fight scene [/I]to an [I]escape scene[/I]. They shouldn't use the same exact rules paradigm. Chase and escape scenes aren't about "playing by the rules" of the combat sport. They aren't about killing people and taking their stuff - they are about trying to entangle, evade, and bamboozle people. They are about dynamics that the "[B]Combat[/B]" section doesn't cover as well as the "[B]Interaction[/B]" pillar does. It's one of those situations where you hang up the weapon and spell damage dice and start writing in plausible terrain features where the DM will allow you. Every character announces a tactic they are going to employ to try and force an opening. They DM sets checks and a bar for success. The stakes are how man rounds of one-sided combat the enemies get against the PCs before they make good on their escape - and what a PC might have to leave behind in the grips of a foe. Making my poor PC choose between his life / freedom or the contents of his Handy Haversack is rather cruel, but dramatically appropriate if he's the bad at escaping. You are fleeing, so combat failed. Fail forward into something else. Marty Lund [/QUOTE]
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