BerzerkerUnit
2022-12-19, 01:33 AM
Here goes: I think this might be a solution to Player created traps (like how they can actually employ them).
You're running a combat, an enemy flees. They're defeated, you want the PCs to focus their attention (if not their fire) on the remaining foes, but someone wants to keep shooting at them. THEY'RE NOT A THREAT you want to shout, but there's cover, range, someone wants to give chase it's just a meaningless exercise of attrition. It might be tactically sound, they don't want someone to get reinforcements, but it's usually a little more... I don't know, spiteful? Or even metagamey. Like if you kill a goblin raiding party and one or two flee, it may be years of ingame time before they could successfully mount a quest for revenge as a group. Finding a way to feed their clan is probably the more pressing matter for the next generation. A lone goblin would have to undergo years of training to become a threat on their own or quest to get contacts to track you down.
Introduce the Flee Action.
Flee Action: You can take the Flee action to escape a combat. To take this action you must have no enemies within 30 feet of you and must have a move speed greater than 0. Once a creature has fled it is not targetable with attacks or spells. It may be caught in areas of effect that target other creatures (so fleeing through your allies is hazardous) but has advantage on saves.
A creature that flees cannot rejoin the current combat. Flight of this nature is intended to move to a place where they can regroup to hide, complete a short or long rest, or initiate a counter offensive on more advantageous terrain.
Pursue Action: When you see a creature flee you can take the Pursue action on your next turn, provided you have no enemies within 30 feet you and your move speed is greater than 0. Pursuing a fleeing creature causes you to exit the current combat and initiates a skill challenge with the fleeing creature.
The Fleeing creature and Pursuer make a series of opposed checks. The fleeing creature can use Athletics, Acrobatics, or Stealth to escape and pursuers can use Athletics, Acrobatics, or Survival/Investigation to pursue. The DM should impose advantage or disadvantage on either side due to factors such as familiarity with the terrain, hazards, weather, or other appropriate phenomena. The first side to gain 3 successes can determine the location where they engage again. New initiative should be rolled and combat will begin as normal. The losing side gains a level of exhaustion that can be removed with a short rest.
A Pursuer that loses an opposed check by 5 or more loses the trail entirely and the fleeing creature or creatures can move to a location of their choosing and complete a short rest.
A Pursuer that wins the opposed check by 5 or more can choose to drive their quarry to a location of their choosing and engage the target again.
Voluntarily abandoning a pursuit early is considered a failure and result in exhaustion as normal. Circumstances such as impassable terrain may allow quarry to escape, such as a dragon flying over a massive canyon, but this is not considered a failure. At the DM's discretion a pursuit may end prematurely if there's a chance the quarry or pursuers could have a random encounter such as a hostile patrol, potential hostages, etc. This is considered a draw and does not incur exhaustion.
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How does this work in combat. Just like it says, but their are strategic implications.
The Rogue scouts ahead, biffs it or maybe murders a lookout and then wants to bug out. No more painfully dull mathing out how fast the rogue is with double dashing and can it escape compared to pursuers. Now they can just skedaddle back to the party, possibly even luring the enemy into the area where the party has prepared Traps! or an ambush. But also, they risk being cornered, and continuously fleeing is a poor option due to the exhaustion mechanic at play making it harder and harder.
Now your NPCs and monsters can be run to ground. Why doesn't the dragon just fly away? Now it can, and the party can follow. Successful pursuits can start to stack exhaustion on the bads. This makes Rangers and Rogues amazing as a means of driving or luring quarry into party set ambushes and trap zones.
My PCs are just starting a campaign where a consistently available mission type is Pacification of some deadly creature and this feels like it's going to create some awesome opportunities to run those down.
You're running a combat, an enemy flees. They're defeated, you want the PCs to focus their attention (if not their fire) on the remaining foes, but someone wants to keep shooting at them. THEY'RE NOT A THREAT you want to shout, but there's cover, range, someone wants to give chase it's just a meaningless exercise of attrition. It might be tactically sound, they don't want someone to get reinforcements, but it's usually a little more... I don't know, spiteful? Or even metagamey. Like if you kill a goblin raiding party and one or two flee, it may be years of ingame time before they could successfully mount a quest for revenge as a group. Finding a way to feed their clan is probably the more pressing matter for the next generation. A lone goblin would have to undergo years of training to become a threat on their own or quest to get contacts to track you down.
Introduce the Flee Action.
Flee Action: You can take the Flee action to escape a combat. To take this action you must have no enemies within 30 feet of you and must have a move speed greater than 0. Once a creature has fled it is not targetable with attacks or spells. It may be caught in areas of effect that target other creatures (so fleeing through your allies is hazardous) but has advantage on saves.
A creature that flees cannot rejoin the current combat. Flight of this nature is intended to move to a place where they can regroup to hide, complete a short or long rest, or initiate a counter offensive on more advantageous terrain.
Pursue Action: When you see a creature flee you can take the Pursue action on your next turn, provided you have no enemies within 30 feet you and your move speed is greater than 0. Pursuing a fleeing creature causes you to exit the current combat and initiates a skill challenge with the fleeing creature.
The Fleeing creature and Pursuer make a series of opposed checks. The fleeing creature can use Athletics, Acrobatics, or Stealth to escape and pursuers can use Athletics, Acrobatics, or Survival/Investigation to pursue. The DM should impose advantage or disadvantage on either side due to factors such as familiarity with the terrain, hazards, weather, or other appropriate phenomena. The first side to gain 3 successes can determine the location where they engage again. New initiative should be rolled and combat will begin as normal. The losing side gains a level of exhaustion that can be removed with a short rest.
A Pursuer that loses an opposed check by 5 or more loses the trail entirely and the fleeing creature or creatures can move to a location of their choosing and complete a short rest.
A Pursuer that wins the opposed check by 5 or more can choose to drive their quarry to a location of their choosing and engage the target again.
Voluntarily abandoning a pursuit early is considered a failure and result in exhaustion as normal. Circumstances such as impassable terrain may allow quarry to escape, such as a dragon flying over a massive canyon, but this is not considered a failure. At the DM's discretion a pursuit may end prematurely if there's a chance the quarry or pursuers could have a random encounter such as a hostile patrol, potential hostages, etc. This is considered a draw and does not incur exhaustion.
__________________________________________________ __________________________________________________ _________
How does this work in combat. Just like it says, but their are strategic implications.
The Rogue scouts ahead, biffs it or maybe murders a lookout and then wants to bug out. No more painfully dull mathing out how fast the rogue is with double dashing and can it escape compared to pursuers. Now they can just skedaddle back to the party, possibly even luring the enemy into the area where the party has prepared Traps! or an ambush. But also, they risk being cornered, and continuously fleeing is a poor option due to the exhaustion mechanic at play making it harder and harder.
Now your NPCs and monsters can be run to ground. Why doesn't the dragon just fly away? Now it can, and the party can follow. Successful pursuits can start to stack exhaustion on the bads. This makes Rangers and Rogues amazing as a means of driving or luring quarry into party set ambushes and trap zones.
My PCs are just starting a campaign where a consistently available mission type is Pacification of some deadly creature and this feels like it's going to create some awesome opportunities to run those down.