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Why have dissociated mechanics returned?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6008587" data-attributes="member: 882"><p>See, to me that last explanation defies logic even further. A group of adventurers are going to face a frightening creature, and they know that some of them might break and flee. There are pits they might fall into. Roping the group together leads to the entire group focusing on pulling the affected out of pits and pulling them back into the fray - realistically once you've got half the group running or dangling, the others haven't the strength to pull them back.</p><p></p><p>You allowed them their victory, but it was a superlatively metagame idea, if only because the mechanism by which characters flee in terror has a strong chance to push them into the pit. Forced movement allows a save against this, but then you're prone - far better have the save allow them to avoid it and carry on running (they're scared, but a moment of clarity avoids the pit), or even let them try to leap across it. Basically, another way of modelling fleeing in terror wouldn't lead to the bizarre situation of entering combat all tied together. I mean, maybe every other square was a pit, or they lacked light, but it was a direct consequence of the Wight's ability to push them. In a strong wind, on a cliff face or against something that is actually a physical force pushing, that makes sense, but by modelling fleeing as pushing, the game does itself a disservice.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6008587, member: 882"] See, to me that last explanation defies logic even further. A group of adventurers are going to face a frightening creature, and they know that some of them might break and flee. There are pits they might fall into. Roping the group together leads to the entire group focusing on pulling the affected out of pits and pulling them back into the fray - realistically once you've got half the group running or dangling, the others haven't the strength to pull them back. You allowed them their victory, but it was a superlatively metagame idea, if only because the mechanism by which characters flee in terror has a strong chance to push them into the pit. Forced movement allows a save against this, but then you're prone - far better have the save allow them to avoid it and carry on running (they're scared, but a moment of clarity avoids the pit), or even let them try to leap across it. Basically, another way of modelling fleeing in terror wouldn't lead to the bizarre situation of entering combat all tied together. I mean, maybe every other square was a pit, or they lacked light, but it was a direct consequence of the Wight's ability to push them. In a strong wind, on a cliff face or against something that is actually a physical force pushing, that makes sense, but by modelling fleeing as pushing, the game does itself a disservice. [/QUOTE]
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Why have dissociated mechanics returned?
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