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Community
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D&D Older Editions
The better part of valor... and opportunity attacks
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<blockquote data-quote="Garthanos" data-source="post: 7859416" data-attributes="member: 82504"><p> <ol> <li data-xf-list-type="ol">Spikey enemy potency could be used to demonstrate that hey this is bad. (but I hate that option too easy to use badly)</li> <li data-xf-list-type="ol">Tools for analysing how badass enemies are decrease the need for the above or to let the combat go very long. (letting it go too long can result in no resources to use on the escape)<ol> <li data-xf-list-type="ol">Making scanning the enemy a standard function of insight seems reasonable and let warlords and fighters be extra better for fun.</li> <li data-xf-list-type="ol">magic could step it up a notch with a seer or prophet ability perhaps even a feat which could once an level declare a battle a dream sequence might be an interesting plot trigger ability. (ok not actually an escape function but related)</li> </ol></li> <li data-xf-list-type="ol">increase/improve based on bloodied condition and which enable escape EVEN more. A character might even becomes better at stealth and bluffing bloodied fleetness we have but its kind of a narrow case. but more would be good.</li> <li data-xf-list-type="ol">Already mentioned in thread using bluff to escape as a standard.</li> <li data-xf-list-type="ol">Calling for retreat as explicit defender and warlord abilities.</li> <li data-xf-list-type="ol">combat has to last long enough for an escape option to come up if you are expecting them to escape based on how its going. This may not be a problem LOL.</li> <li data-xf-list-type="ol">The engineered escape option literally building escape routes and sometimes as a skill power make it a daily discovering ones you can effectively jury rig fast (could be dangerous and cost healing surges but allow perfect escape)</li> </ol></blockquote><p></p>
[QUOTE="Garthanos, post: 7859416, member: 82504"] [LIST=1] [*]Spikey enemy potency could be used to demonstrate that hey this is bad. (but I hate that option too easy to use badly) [*]Tools for analysing how badass enemies are decrease the need for the above or to let the combat go very long. (letting it go too long can result in no resources to use on the escape) [LIST=1] [*]Making scanning the enemy a standard function of insight seems reasonable and let warlords and fighters be extra better for fun. [*]magic could step it up a notch with a seer or prophet ability perhaps even a feat which could once an level declare a battle a dream sequence might be an interesting plot trigger ability. (ok not actually an escape function but related) [/LIST] [*]increase/improve based on bloodied condition and which enable escape EVEN more. A character might even becomes better at stealth and bluffing bloodied fleetness we have but its kind of a narrow case. but more would be good. [*]Already mentioned in thread using bluff to escape as a standard. [*]Calling for retreat as explicit defender and warlord abilities. [*]combat has to last long enough for an escape option to come up if you are expecting them to escape based on how its going. This may not be a problem LOL. [*]The engineered escape option literally building escape routes and sometimes as a skill power make it a daily discovering ones you can effectively jury rig fast (could be dangerous and cost healing surges but allow perfect escape) [/LIST] [/QUOTE]
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The better part of valor... and opportunity attacks
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