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Worlds of Design: The Lost Art of Running Away
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<blockquote data-quote="Chaderick" data-source="post: 8065196" data-attributes="member: 21229"><p>I respectfully disagree. If your magic items are some potions of healing and a magical sword, your only enterprising choice would be to try bribing a monster that--if you are thinking of running--probably feels pretty confident it can kill you and your stuff anyway. My players also prize role-playing items, like items the allow for forgery or divination or the like. The ability to make yourself look just like the guard on duty isn't going to get that displacer beast of your tail, and the ability to see what's going on across the city isn't going to keep the guard drakes off your scent.</p><p></p><p>With limited spell resources, in addition to limited spell selection each day, you have to build a spellcaster to be able to flee. It's not an option that comes along immediately. To me, this sounds like you're calling it a mistake to learn a spell like flaming sphere at third level, instead of a spell like web. But then, along that logic, it would be mistake to learn web, because that ice monster is going to kill half the party before torch damage reaches its maximum... Dimension Door and Teleport are some of the first spells to become available, and many games either take years to reach that point or never reach them at all. Even by 3.x standards, you're going to be halfway through the usual campaign length by the time those spells come into play.</p><p></p><p>I suppose you could make an argument that "players don't build characters who are designed to run away these days," but that very statement implies that players should be devoting a significant amount of resources towards the expectation of failure. </p><p></p><p>I'm not saying powerful--even powerful and fast--monsters shouldn't be used, but there is a way to do it that allows players to realize what they're getting into ahead of time, and might even allow them to escape if they make the wrong decision up front. But, it's difficult to do that often without feeling contrived.</p></blockquote><p></p>
[QUOTE="Chaderick, post: 8065196, member: 21229"] I respectfully disagree. If your magic items are some potions of healing and a magical sword, your only enterprising choice would be to try bribing a monster that--if you are thinking of running--probably feels pretty confident it can kill you and your stuff anyway. My players also prize role-playing items, like items the allow for forgery or divination or the like. The ability to make yourself look just like the guard on duty isn't going to get that displacer beast of your tail, and the ability to see what's going on across the city isn't going to keep the guard drakes off your scent. With limited spell resources, in addition to limited spell selection each day, you have to build a spellcaster to be able to flee. It's not an option that comes along immediately. To me, this sounds like you're calling it a mistake to learn a spell like flaming sphere at third level, instead of a spell like web. But then, along that logic, it would be mistake to learn web, because that ice monster is going to kill half the party before torch damage reaches its maximum... Dimension Door and Teleport are some of the first spells to become available, and many games either take years to reach that point or never reach them at all. Even by 3.x standards, you're going to be halfway through the usual campaign length by the time those spells come into play. I suppose you could make an argument that "players don't build characters who are designed to run away these days," but that very statement implies that players should be devoting a significant amount of resources towards the expectation of failure. I'm not saying powerful--even powerful and fast--monsters shouldn't be used, but there is a way to do it that allows players to realize what they're getting into ahead of time, and might even allow them to escape if they make the wrong decision up front. But, it's difficult to do that often without feeling contrived. [/QUOTE]
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