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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6859597" data-attributes="member: 6787650"><p>If you're asking about the AD&D sprinting rules, it's the "Jogging and Running (Optional Rule)" section of the 2nd edition DMG. Can move up to quadruple speed by making a number of ability checks at high penalties. Failure on Str means you can't increase your speed to the next level; failure on Con means you have to stop and rest for a turn (ten minutes).</p><p></p><p></p><p></p><p>You mean, "that's two optional sub-systems, <strong>either of which</strong> will suffice to let a PC run away." I listed a bunch of options, but you don't need to employ them all simultaneously.</p><p></p><p></p><p></p><p>Rope Trick covers the whole party, not just one PC.</p><p></p><p>As for Expeditious Retreat/Cunning Action, yes, it only covers one PC, but:</p><p></p><p>(1) If one PC can run away effectively, then he can hold off the enemy for a round (Dodging) while everyone else gains some distance (Dashing toward the horses) and then he can catch up later. That's one reason why monks are great to have around. <strong>OR</strong></p><p>(2) Everyone else can run away (possibly suffering an opportunity attack per turn) while the mobile PC gets in a full sequence of attacks each turn until the pursuer eventually gives up in frustration.</p><p></p><p>Again, you don't need to employ both of these--and you can obviously build an entire party full of mobile PCs, which works really well because now everybody in the party can employ these tactics.</p><p></p><p></p><p></p><p>Great! There are a number of other run-away options that work just fine too (Web/Wall of Force, Find Steed, illusions) but we didn't even have to dig too deep before finding one that worked for you, despite you apparently not liking/using either 1st level wizard/warlock/bard spells, multiclassing, or feats. That illustrates the point that 5E has lots of ways to run away. You'd be hard-pressed to find a game where running away wasn't an option, unless it's one of those crazy DMs who gates all of his encounters behind one-way teleportation traps. (I suggest not playing with those DMs.)</p><p></p><p><strong>Edit:</strong> BTW, if you wait until you're actually engaged in melee with someone to start running away, you're pretty late. My players would run away from a death knight when they first saw one (even if the DM knows that it's really just a Flaming Skull). They wouldn't wait until it had already whittled everybody down to near-zero HP.</p><p></p><p></p><p></p><p>Seeing is believing? My players run away from things all the time. Sometimes it's kind of a letdown from a DM perspective but it makes perfect sense in-character. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6859597, member: 6787650"] If you're asking about the AD&D sprinting rules, it's the "Jogging and Running (Optional Rule)" section of the 2nd edition DMG. Can move up to quadruple speed by making a number of ability checks at high penalties. Failure on Str means you can't increase your speed to the next level; failure on Con means you have to stop and rest for a turn (ten minutes). You mean, "that's two optional sub-systems, [B]either of which[/B] will suffice to let a PC run away." I listed a bunch of options, but you don't need to employ them all simultaneously. Rope Trick covers the whole party, not just one PC. As for Expeditious Retreat/Cunning Action, yes, it only covers one PC, but: (1) If one PC can run away effectively, then he can hold off the enemy for a round (Dodging) while everyone else gains some distance (Dashing toward the horses) and then he can catch up later. That's one reason why monks are great to have around. [B]OR[/B] (2) Everyone else can run away (possibly suffering an opportunity attack per turn) while the mobile PC gets in a full sequence of attacks each turn until the pursuer eventually gives up in frustration. Again, you don't need to employ both of these--and you can obviously build an entire party full of mobile PCs, which works really well because now everybody in the party can employ these tactics. Great! There are a number of other run-away options that work just fine too (Web/Wall of Force, Find Steed, illusions) but we didn't even have to dig too deep before finding one that worked for you, despite you apparently not liking/using either 1st level wizard/warlock/bard spells, multiclassing, or feats. That illustrates the point that 5E has lots of ways to run away. You'd be hard-pressed to find a game where running away wasn't an option, unless it's one of those crazy DMs who gates all of his encounters behind one-way teleportation traps. (I suggest not playing with those DMs.) [B]Edit:[/B] BTW, if you wait until you're actually engaged in melee with someone to start running away, you're pretty late. My players would run away from a death knight when they first saw one (even if the DM knows that it's really just a Flaming Skull). They wouldn't wait until it had already whittled everybody down to near-zero HP. Seeing is believing? My players run away from things all the time. Sometimes it's kind of a letdown from a DM perspective but it makes perfect sense in-character. :) [/QUOTE]
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