fourthmensch
First Post
As a DM, I try to play my villains smart; so when they are overmatched they often flee--to save their skin, or get reinforcements, or raise the alarm, or whatever. However, I have yet to find a satisfactory way to run this in the round-by-round tactical movement of combat.
Going by the rules, whoever has the higher initiative runs first, then the lower initiative scores follow. But this leads to a highly unrealistic and unsatisfactory scenario of leapfrogging, where the enemy blows by the PCs (incurring AoOs in cramped quarters), then the fast-moving PCs catch up or overtake them (often being unable to trip or grapple because they have already used their full round action just to move), then the villains move past them again, etc.
I wonder how other people handle fleeing villains, and if there is a better way to handle this than what I have done. Any suggestions?
Going by the rules, whoever has the higher initiative runs first, then the lower initiative scores follow. But this leads to a highly unrealistic and unsatisfactory scenario of leapfrogging, where the enemy blows by the PCs (incurring AoOs in cramped quarters), then the fast-moving PCs catch up or overtake them (often being unable to trip or grapple because they have already used their full round action just to move), then the villains move past them again, etc.
I wonder how other people handle fleeing villains, and if there is a better way to handle this than what I have done. Any suggestions?