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<blockquote data-quote="ExploderWizard" data-source="post: 4489042" data-attributes="member: 66434"><p>In that scenario the doors in question had not been opened. It would be a bad tactical decision to flee into unexplored territory if there were other options,not mention that doors and walls are useless against incorporeal creatures. </p><p> </p><p>If the fight looked so hopeless the thing to do early on was pick a direction (hopefully they were familliar with at least one unless they teleported to the area) and flee. Yeah there might be a couple of opportunity attacks but you can retreat, and come back and fight when the odds are more in your favor.</p><p> </p><p>As a rules related question can you avoid AOO's by doing nothing but moving away from an opponent? It used to be the case and if that has changed then I don't blame the group for fighting to the death. </p><p> </p><p> </p><p> </p><p>It depends somewhat on the group and somewhat on the rules. If the rules make retreating too costly or difficult then why do it? Because there is sometimes a monster or trap in dangerous dungeons its not really paranoia, its just caution to one degree or another. </p><p> </p><p> </p><p> </p><p>It also depends if one or more of the players has had the experience of playing with a killer DM before. As far as artifacts go, the early game rules made a fighting withdrawl a very attractive choice in some situations. </p><p> </p><p> </p><p> </p><p>Over-cautious players will progress through areas more slowly. If the DM is keeping track of exploration time, then taking more time could mean more wandering monsters or a failure to meet a goal with a deadline. There should be consequences for being over-cautious as well as the opposite.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4489042, member: 66434"] In that scenario the doors in question had not been opened. It would be a bad tactical decision to flee into unexplored territory if there were other options,not mention that doors and walls are useless against incorporeal creatures. If the fight looked so hopeless the thing to do early on was pick a direction (hopefully they were familliar with at least one unless they teleported to the area) and flee. Yeah there might be a couple of opportunity attacks but you can retreat, and come back and fight when the odds are more in your favor. As a rules related question can you avoid AOO's by doing nothing but moving away from an opponent? It used to be the case and if that has changed then I don't blame the group for fighting to the death. It depends somewhat on the group and somewhat on the rules. If the rules make retreating too costly or difficult then why do it? Because there is sometimes a monster or trap in dangerous dungeons its not really paranoia, its just caution to one degree or another. It also depends if one or more of the players has had the experience of playing with a killer DM before. As far as artifacts go, the early game rules made a fighting withdrawl a very attractive choice in some situations. Over-cautious players will progress through areas more slowly. If the DM is keeping track of exploration time, then taking more time could mean more wandering monsters or a failure to meet a goal with a deadline. There should be consequences for being over-cautious as well as the opposite. [/QUOTE]
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