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Why my friends hate talking to me about 5e.
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<blockquote data-quote="James Gasik" data-source="post: 8688478" data-attributes="member: 6877472"><p>Of course, retreating in of itself is not a guarantee. You can't just say "ah, my house rule to make players more likely to want to retreat" will result in their ability to do so.</p><p></p><p>I probably brought this point up in this thread already, but I'm too lazy to check. It's something I have to say a lot, because I see a lot of "just run then!" comments on this forum.</p><p></p><p>But unless you have the ability to actually slow your enemies down, how can you run? You withdraw. They can follow you. Some enemies are faster than you. Some have ranged attacks they can use.</p><p></p><p>Most enemies are not likely to go "oh look, those guys who attacked us are running away, great, let's let them go and hope they never come back" unless they are in as bad shape as the players.</p><p></p><p>And while the DMG has chase and pursuit rules, it's not clear on when you leave combat with enemies pursuing you, and when you switch to making Con checks and the like.</p><p></p><p>Also the "just go somewhere and rest". There's not always a designated "safe room". I know, we're all used to parties using their <em>Leomund's Tiny Fortress of Solitude</em>, but that is a level 3 spell, and not every group will have that on tap.</p><p></p><p>And what if your DM uses wandering monsters or patrols you can blunder into?</p><p></p><p>Running can have just as many random factors involved as fighting, so you can't just say "oh well, the players will just run" unless you've made it very clear that, in your game, this is a safer alternative than standing and fighting.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8688478, member: 6877472"] Of course, retreating in of itself is not a guarantee. You can't just say "ah, my house rule to make players more likely to want to retreat" will result in their ability to do so. I probably brought this point up in this thread already, but I'm too lazy to check. It's something I have to say a lot, because I see a lot of "just run then!" comments on this forum. But unless you have the ability to actually slow your enemies down, how can you run? You withdraw. They can follow you. Some enemies are faster than you. Some have ranged attacks they can use. Most enemies are not likely to go "oh look, those guys who attacked us are running away, great, let's let them go and hope they never come back" unless they are in as bad shape as the players. And while the DMG has chase and pursuit rules, it's not clear on when you leave combat with enemies pursuing you, and when you switch to making Con checks and the like. Also the "just go somewhere and rest". There's not always a designated "safe room". I know, we're all used to parties using their [I]Leomund's Tiny Fortress of Solitude[/I], but that is a level 3 spell, and not every group will have that on tap. And what if your DM uses wandering monsters or patrols you can blunder into? Running can have just as many random factors involved as fighting, so you can't just say "oh well, the players will just run" unless you've made it very clear that, in your game, this is a safer alternative than standing and fighting. [/QUOTE]
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