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Withdraw Action

It seems pretty solid mechanically. Is there some reason you made it "move your speed" and threw in the Counter Opportunity Attacks, instead of just making it "shift your speed?" Seems needlessly complicated.

PS
 

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Hmmm, a thought, perhaps the withdraw action itself should be a standard action? Then you could up its distance a bit.

Something like

Flee
Standard action
"Shift 2 and then move your speed" with the rest of the properties you gave being the same (except Counter OAs)
Would be more likely to get people out of there. They flee, then start running, then all they need is some method (possibly the "vanish into the distance" stealth check type thing) to actually escape the pursuit.
 


I'm not sure I entirely see the need for this. What's wrong with "Shift. Run." "Run. Run." "Run. Run."
Can you shift-run in a single round? Don't both of your move actions have to be the same (shift-shift, move-move, &c.)?

Unless the enemy is hugely faster than them, they should be able to escape the scene that way. Maybe take a few OAs if they don't want to shift before they start running.
If the enemy is as fast as you, they can keep running after you and taking an AoO at -3 each round (+2 for your granting combat advantage, -5 for their own run), and you'll never get away.

If you're faster, things start looking up, but I was thinking in 3E terms when I suggested this, where running needs to be done in a straight line, and where a single free attack granted to the enemy is more likely to be deadly.
 

Can you shift-run in a single round? Don't both of your move actions have to be the same (shift-shift, move-move, &c.)?
Nope, they can be different. Just like you could take three different minor actions in a turn.

If they are the same you can combine them into a special "Double-move" action (which makes no difference in any situation I can think of, other than being even worse when dealing with fighters) but there's nothing saying you can't take two different ones AFAIK.


If the enemy is as fast as you, they can keep running after you and taking an AoO at -3 each round (+2 for your granting combat advantage, -5 for their own run), and you'll never get away.

If the enemy is as fast as you, they can move after you, then charge, if you're withdrawing. This results in taking a charge attack at -2 each round.

If you're faster, things start looking up, but I was thinking in 3E terms when I suggested this, where running needs to be done in a straight line, and where a single free attack granted to the enemy is more likely to be deadly.

In 3e this power makes a lot more sense to me. In 4e the increased flexibility of charges makes it somewhat less effective.
 

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