When villains flee

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?
 

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fourthmensch said:
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?

I think the answer is not to change the mechanics, just in the way your thinking about the scenario.

If you have a situation where its basically the villian and a fast player, then while mechanically they are leap-frogging, you can play it out cinematically as there running side-by side (think of it like football). All those AOO's between teh two for running past each other are played out cinematically as their roughing up each other as your running.

So while your players can't technically attack while running, the AOO's will make it look like you can.
 

Another way to do it is to use the Chase rules from Spycraft D20. The foot chase system works pretty good, as Ive run it before and had good results. Expect to be confused learning the rules though, as they are a little clunky and take some playing with to get used to. Hope that helps.
 

From the SRD:

EVASION AND PURSUIT
In round-by-round movement, simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.

When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.
 

From the SRD:

EVASION AND PURSUIT
In round-by-round movement, simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.

When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.
 

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