MNblockhead
A Title Much Cooler Than Anything on the Old Site
Regarding the sentiment that 5e needs more robust rules for fleeing, what might those look like? I've seen various mechanics proffered over the past few years, but most just seems to add more complexity that didn't really seem to make things more fun or exciting.
In most situations, I think the existing rules for disengaging, speed, dashing, and the rules for Chases in the DMs guide work just find. The only things I've added to the RAW have been different complication tables to mix things up or have more location-appropriate complications, and I've used 4e-style skill challenges as suggest and described by Matt Coleville in situations where I wanted to speed things up and treat Chases as more of a montage to move from the fleeing to the next scene.
In most situations, I think the existing rules for disengaging, speed, dashing, and the rules for Chases in the DMs guide work just find. The only things I've added to the RAW have been different complication tables to mix things up or have more location-appropriate complications, and I've used 4e-style skill challenges as suggest and described by Matt Coleville in situations where I wanted to speed things up and treat Chases as more of a montage to move from the fleeing to the next scene.