Unearthed Arcana: Fight or Flight?

The one aspect of the article I think my players would most object to is the result of an attempt by the enemies to flee.

In the article, the suggestion is that in an attempt to flee, the enemies can respond in two ways: 1. allow the creatures to escape or 2: engage a chase scene.

Where I know my players would react is the "I have a bow and a range of 20 squares, why can't I just keep shooting them?" Or "I have a speed of 7, I just move and then charge on a run to keep after them". Or they would use an area effect that dazes, or etc... Basically, the party would not want to move out of the tactical combat scenario and into the chase skill challenge.

I think articles like this, that try and illustrate a mechanical solution to common cinematic element, can be useful for groups like mine, that really prefer mechanical solutions to certain elements in the game.
 

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The one aspect of the article I think my players would most object to is the result of an attempt by the enemies to flee.

In the article, the suggestion is that in an attempt to flee, the enemies can respond in two ways: 1. allow the creatures to escape or 2: engage a chase scene.

Where I know my players would react is the "I have a bow and a range of 20 squares, why can't I just keep shooting them?" Or "I have a speed of 7, I just move and then charge on a run to keep after them". Or they would use an area effect that dazes, or etc... Basically, the party would not want to move out of the tactical combat scenario and into the chase skill challenge.

I think articles like this, that try and illustrate a mechanical solution to common cinematic element, can be useful for groups like mine, that really prefer mechanical solutions to certain elements in the game.
At least in part to deal with things like this, I have houseruled a movement action that goes one step beyond Run - that is: Sprint.

A sprint provokes OAs even from range, but is a Standard Action that allows you to move your speed x10. Mind you, we use 15-second rounds, so this makes more sense. It can allow for some nice quick getaways, especially with some cover or concealment in between.

That said, it's hard to maintain a Sprint for very long (increasingly hard Endurance checks each round beyond the first), and the PCs can do it as well, but it is a helpful option that can put the baddies out of range very quickly.
 

Disclosure: I no longer subscribe to DDi so I haven't read the article.

The one aspect of the article I think my players would most object to is the result of an attempt by the enemies to flee.

In the article, the suggestion is that in an attempt to flee, the enemies can respond in two ways: 1. allow the creatures to escape or 2: engage a chase scene.
What does Rich Baker propose for chase scenes? Skill challenges? Or a new mechanic?

Frozen DM said:
Where I know my players would react is the "I have a bow and a range of 20 squares, why can't I just keep shooting them?" Or "I have a speed of 7, I just move and then charge on a run to keep after them". Or they would use an area effect that dazes, or etc... Basically, the party would not want to move out of the tactical combat scenario and into the chase skill challenge.
I've consistently run into this challenge with my group which seems to get locked into thinking about the battle grid once we pull it out. Interestingly, for quickie fight w/out the grid or when an enemy flees off the map (within usual combat round restraints) it's much easier for them adapt to the idea of a chase or letting the enemy get away.

Depending on the PCs' ranged attacks and prevailing cover/concealment, however, there's a fair chance they'll get a round or two of shots at fleeing monsters.

Also I've seen movement optimized PCs get frustrated with fleeing enemies, expecting their tactical speed to translate into a more abstracted chase speed. And they have every reason to think that way because the overland travel speeds are base on your PC's base speed; IOW it *is* a representation of your chase speed. I try to translate high speed PCs with a +2 bonus to Athletics, Endurance, and sometimes other skills.
 

Changing your user title might help. :p

I kid! I kid! :D

Hahaha. I've received smart comments regarding my name before, but this is original. Well done. :lol:
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So I have a question for those who are anti-mechanics for flight scenarios. What did people do in the days where morale was part of the game? Isn't it mostly the same as this article? (I honestly don't know. I don't have DDi access, and again, I didn't play pre-4e.)
 

Disclosure: I no longer subscribe to DDi so I haven't read the article.


What does Rich Baker propose for chase scenes? Skill challenges? Or a new mechanic?


I've consistently run into this challenge with my group which seems to get locked into thinking about the battle grid once we pull it out. Interestingly, for quickie fight w/out the grid or when an enemy flees off the map (within usual combat round restraints) it's much easier for them adapt to the idea of a chase or letting the enemy get away.

Depending on the PCs' ranged attacks and prevailing cover/concealment, however, there's a fair chance they'll get a round or two of shots at fleeing monsters.

Also I've seen movement optimized PCs get frustrated with fleeing enemies, expecting their tactical speed to translate into a more abstracted chase speed. And they have every reason to think that way because the overland travel speeds are base on your PC's base speed; IOW it *is* a representation of your chase speed. I try to translate high speed PCs with a +2 bonus to Athletics, Endurance, and sometimes other skills.
A skill challenge using mostly Athletics, Stealth, Acrobatics and Endurance, with a DC based on how far the character is from the enemy, and with automatic successes anf failures based on being slowed, etc, and a nice summary of the sequence of events.
 

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