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Switch to Forum Live View It should be somewhat easy to run away.
1 year ago  ::  Apr 17, 2012 - 3:42PM #31
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  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,734
What, do smoke bombs not exist or something?
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1 year ago  ::  Apr 17, 2012 - 9:12PM #32
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,809

Apr 17, 2012 -- 4:19AM, SurvivorX wrote:

My group has never had a problem running a retreat scenario when it came up.

What there needs to be rules for, in my opinion, is things like "suppression fire", or the like, where the character in the back shoots his bow or crossbow at the chasing enemies, not trying to kill them, but just make them slow down or try to dodge aside and lose valuable seconds in the chase.


Well, there are quite a lot of powers that slow or immobilize, and some that restrain - and there plenty of spells that do so, plus creating walls, zones, and so forth.  According to the Compendium, there are 377 attack powers that slow, 337 that immobilize.

A novel 'supression fire' power might look something like this.

Supression Fire     SomeMartialClass Attack 7
A flurry of hasty attacks forces your enemies to dive for cover.
Encounter     Martial*Weapon
Standard Action    Burst 1 w/in Weapon Range
Requirement:  you must be using a ranged weapon
Targets: Enemies in burst
Attack:  Stat vs REF
Hit:  1[W] and slowed until end of next turn.
Miss:  The target is knocked prone.  

Maybe even adding:
Special: if a target resists being knocked prone, you can repeat the attack against it, once.  If a target is hit, it can avoid taking damage by dropping prone voluntarily, but it is still slowed.

Or likewise, trying to shoot a fleeing opponent in the leg to try and slow him down - you can do this in 3.x, with a penalty to the shot or whatever, and that's fine, but there's no hard-and-fast rules as to what that actually does.


So you can't actually do it.  But you could make up rules:  take a -5 pentalty to 'aim for their legs,' if you inflict some threshold of damage or the target fails a FORT save based on damage or something, they're at half speed until healed, perhaps?  Or take a -4 penalty to 'aim for a leg,' you inflict half damage, but the enemy moves at half speed on their next round.  Or if you can inflict Sneak Attack damage, sacrifice 1d of extra damage to reduce the target's speed by 2 until it receives a healing check, DC 15.

 

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1 year ago  ::  Apr 17, 2012 - 10:16PM #33
Kaldric
Date Joined: Oct 5, 2002
Posts: 2,618
Well, since is the DDN forum, and DDN is about integrating playstyles from all editions - there have been versions of running away rules. "Pursuit and Evasion", in AD&D, works alright for my group. I think it could use some improvement, though.

There's rolls to see how often the monsters pursue, modified by stuff like them being hungry, or wanting something the players have. Then there's rules for how often dropping distractions, either money (for smart monsters) and food (for animalistic monsters) will stop the pursuit. Rules for hindrances, like slapping a web spell behind you or dropping caltrops or grease. Rules for how far away you have to get before the monsters lose you. Stuff like that. I personally think it's a tad complex, and could use some streamlining, but it pretty much works.

On the subject of 'running away' as a philosophy in general: Gygax pretty much said that you should always give the players an opportunity to flee from an encounter. They might not get away, but they should have a chance.

"Run-Away" rules allow you to ignore 'suggested level' for encounters. The party that's smart, good at operational planning, will bring things like tanglefoot bags, caltrops, wax-sealed bags of poisoned food (don't want monsters smelling it until you want them to - poison the food if you're really nasty), and some big, shiny fake gems. (counterfeit gold can get you in big trouble, otherwise you can use that).  

It's not a complete substitute for scouting the opposition and watching for clues that something nastily stronger than you is around the next corner, but it's a useful safety net. 
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1 year ago  ::  Apr 18, 2012 - 6:55AM #34
mellored
Date Joined: Jul 8, 2008
Posts: 19,723

Apr 17, 2012 -- 10:16PM, Kaldric wrote:

Well, since is the DDN forum, and DDN is about integrating playstyles from all editions - there have been versions of running away rules. "Pursuit and Evasion", in AD&D, works alright for my group. I think it could use some improvement, though.

There's rolls to see how often the monsters pursue, modified by stuff like them being hungry, or wanting something the players have. Then there's rules for how often dropping distractions, either money (for smart monsters) and food (for animalistic monsters) will stop the pursuit. Rules for hindrances, like slapping a web spell behind you or dropping caltrops or grease. Rules for how far away you have to get before the monsters lose you. Stuff like that. I personally think it's a tad complex, and could use some streamlining, but it pretty much works.

On the subject of 'running away' as a philosophy in general: Gygax pretty much said that you should always give the players an opportunity to flee from an encounter. They might not get away, but they should have a chance.

"Run-Away" rules allow you to ignore 'suggested level' for encounters. The party that's smart, good at operational planning, will bring things like tanglefoot bags, caltrops, wax-sealed bags of poisoned food (don't want monsters smelling it until you want them to - poison the food if you're really nasty), and some big, shiny fake gems. (counterfeit gold can get you in big trouble, otherwise you can use that).  

It's not a complete substitute for scouting the opposition and watching for clues that something nastily stronger than you is around the next corner, but it's a useful safety net. 


I'm not familar with earlier editions, but all those sound fine to me.

Though if that's how it's intended for escapes to happen, it should be somewhere in the PHB.  Perhaps... "escape package: this package contains food, fake gems, tangel foot bags, and caltrops that should give you time enough to flee from many common enemies.".

And later "advanced escape package:  This package is a bag of holding.  It contains food, illusory halflings, real gems, a smoke elemental, and air caltrops that should give you time enough to flee from some more exotic creatures."

Possibly an epic one that contains an exodus knife, wall of force, and such.


Of course, the movement rules should still help, or at least not hinder.

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1 year ago  ::  Apr 18, 2012 - 11:31AM #35
Kaldric
Date Joined: Oct 5, 2002
Posts: 2,618
Pre-packaged escape bags... hooey! Adventurers these days have it so easy! In my day, we found our counterfeit gems in the dungeon, pulling them bare-fisted out of a puddle of green slime, and it ate our arms off, and we screamed, and we cried, and we liked it! 
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