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The GM is Not There to Entertain You
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<blockquote data-quote="Mannahnin" data-source="post: 8664286" data-attributes="member: 7026594"><p>Of course. But I'm talking about in the game as a whole. If ALL enemies fight to the death, as DMs (especially ones who are unaware of Morale mechanics and don't come up with their own substitute), we're training the player that the stakes of combat always = death. If every conflict and confrontation results in combat, then again, we're training our players that loss in a confrontation = likely death.</p><p></p><p></p><p>Sure. This is why I specifically referenced mechanics. I'm using the B/X mechanics for fleeing in my current old-school game, and I am likely to import a modified version of them into 5E if/when I run that again. At the top of the round, the PCs can declare that they are fleeing as a group. None of this awful person-by-person "Let's get out of here!" "Fine; I'll attack and move backwards." "No, wait, Jimdar is going to be surrounded!" "Ok, I'll attack and half move." (Jimdar's initiative rolls around) "Screw it, I want to make a full attack." Ugh. Fleeing is another thing a lot of editions of D&D do badly. </p><p></p><p>But if you have a mechanic where they all can declare it together, then resolve the escape and possible pursuit for the whole group instead of stranding anyone (unless someone has to be left behind for some reason, or insists on it), it can work a lot better. I made a small handout specifically for the fleeing rules, titled "Fleeing for Fun and Profit" in my game.</p><p></p><p></p><p>I am writing both as a player and GM. Some of what you're writing is responsive to my points, but enough of it just doesn't seem to be hearing me that it seems like we're mostly talking past each other.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8664286, member: 7026594"] Of course. But I'm talking about in the game as a whole. If ALL enemies fight to the death, as DMs (especially ones who are unaware of Morale mechanics and don't come up with their own substitute), we're training the player that the stakes of combat always = death. If every conflict and confrontation results in combat, then again, we're training our players that loss in a confrontation = likely death. Sure. This is why I specifically referenced mechanics. I'm using the B/X mechanics for fleeing in my current old-school game, and I am likely to import a modified version of them into 5E if/when I run that again. At the top of the round, the PCs can declare that they are fleeing as a group. None of this awful person-by-person "Let's get out of here!" "Fine; I'll attack and move backwards." "No, wait, Jimdar is going to be surrounded!" "Ok, I'll attack and half move." (Jimdar's initiative rolls around) "Screw it, I want to make a full attack." Ugh. Fleeing is another thing a lot of editions of D&D do badly. But if you have a mechanic where they all can declare it together, then resolve the escape and possible pursuit for the whole group instead of stranding anyone (unless someone has to be left behind for some reason, or insists on it), it can work a lot better. I made a small handout specifically for the fleeing rules, titled "Fleeing for Fun and Profit" in my game. I am writing both as a player and GM. Some of what you're writing is responsive to my points, but enough of it just doesn't seem to be hearing me that it seems like we're mostly talking past each other. [/QUOTE]
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