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D&D Older Editions, OSR, & D&D Variants
Wandering Star: Jonathon Tweet's 4E Campaing (He Wants Your Help)
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<blockquote data-quote="TerraDave" data-source="post: 4155708" data-attributes="member: 22260"><p>Another <a href="http://www.gleemax.com/Comms/Pages/Communities/BlogPost.aspx?blogpostid=56180&pagemode=2&blogid=2076" target="_blank">house rule</a>. </p><p></p><p><span style="color: DarkOrange"><strong>Wandering Star: Fleeing </strong> </span></p><p><span style="color: DarkOrange">Posted By: WotC_JoT, 4/9/2008 12:47:21 PM</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I'm instituting a new table rule for Wandering Star.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange"><strong>By default, you can always run away.</strong></span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Players hate fleeing. If there's a cost to fleeing (e.g., opportunity attacks), they're likely to stick out losing battles. If the players want to concede defeat, that's punishment enough. I'm happy to say that the party can just bug out whenever they want. If the players are so worried that they're willing to throw in the towel, they can make that decision without calculating the odds of getting smacked down while they're running away.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">On the flip side, bugging out means a loss. On the metaphysical scale on which the PCs are operating, bugging out is a loss for their side, and resting to return and attack again doesn't change that. In the scales of interplanetary conflict, a bug-out is a demerit on the PCs' side.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Only characters that are mobile can bug out. I'll probably go easy on knocked-down characters being lugged out of danger by others in the party.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">I hesitate to adopt this rule because it puts the PCs' salvation in the players' hands. Paradoxically, that can be dangerous because it gives the players one more fatal mistake to make: not running away. We'll see how it plays.</span></p></blockquote><p></p>
[QUOTE="TerraDave, post: 4155708, member: 22260"] Another [URL=http://www.gleemax.com/Comms/Pages/Communities/BlogPost.aspx?blogpostid=56180&pagemode=2&blogid=2076]house rule[/URL]. [COLOR=DarkOrange][B]Wandering Star: Fleeing [/B] Posted By: WotC_JoT, 4/9/2008 12:47:21 PM I'm instituting a new table rule for Wandering Star. [B]By default, you can always run away.[/B] Players hate fleeing. If there's a cost to fleeing (e.g., opportunity attacks), they're likely to stick out losing battles. If the players want to concede defeat, that's punishment enough. I'm happy to say that the party can just bug out whenever they want. If the players are so worried that they're willing to throw in the towel, they can make that decision without calculating the odds of getting smacked down while they're running away. On the flip side, bugging out means a loss. On the metaphysical scale on which the PCs are operating, bugging out is a loss for their side, and resting to return and attack again doesn't change that. In the scales of interplanetary conflict, a bug-out is a demerit on the PCs' side. Only characters that are mobile can bug out. I'll probably go easy on knocked-down characters being lugged out of danger by others in the party. I hesitate to adopt this rule because it puts the PCs' salvation in the players' hands. Paradoxically, that can be dangerous because it gives the players one more fatal mistake to make: not running away. We'll see how it plays.[/COLOR] [/QUOTE]
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Wandering Star: Jonathon Tweet's 4E Campaing (He Wants Your Help)
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