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Survey Launch | Player's Handbook Playtest 5 | Unearthed Arcana | D&D
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<blockquote data-quote="mamba" data-source="post: 9025759" data-attributes="member: 7034611"><p>that very much depends on the circumstances, here the theory was 1) the party can kite without the enemy ever being able to catch up, 2) the enemy is in range for the party but not the other way around, 3) the enemy cannot take cover while closing in (or close in to begin with), then yes, the enemy will not pursue the party indefinitely, they would be stupid to.</p><p></p><p>Also, most encounters are not so much the party running away from things, so the whole 'the party kites and kills everyone that way' does not work most of the time to begin with. The difference is that flying makes this an option in many cases where it would not have otherwise been possible.</p><p></p><p></p><p>yeah, not having fliers is 'warping all the rules'...</p><p></p><p></p><p>not all encounters need to counter them, but many definitely will have to take them into account, pretending otherwise is just flat out false. You can call that part of good encounter design all you want, but it still means I have to design the encounter differently because of them (and potentially a lot more than just the encounters)</p></blockquote><p></p>
[QUOTE="mamba, post: 9025759, member: 7034611"] that very much depends on the circumstances, here the theory was 1) the party can kite without the enemy ever being able to catch up, 2) the enemy is in range for the party but not the other way around, 3) the enemy cannot take cover while closing in (or close in to begin with), then yes, the enemy will not pursue the party indefinitely, they would be stupid to. Also, most encounters are not so much the party running away from things, so the whole 'the party kites and kills everyone that way' does not work most of the time to begin with. The difference is that flying makes this an option in many cases where it would not have otherwise been possible. yeah, not having fliers is 'warping all the rules'... not all encounters need to counter them, but many definitely will have to take them into account, pretending otherwise is just flat out false. You can call that part of good encounter design all you want, but it still means I have to design the encounter differently because of them (and potentially a lot more than just the encounters) [/QUOTE]
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