Fleeing Enemies.json 3.5 KB

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  3. "Chapter 10: Game Mastering",
  4. "Running Modes of Play",
  5. "Encounters",
  6. "Ending Encounters"
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  12. "markdown": "<title level=\"1\" right=\"Rules\">[Fleeing Enemies](/Rules.aspx?ID=516)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC’s Speed to that of the target, assess how much the pursuer’s chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.\n\n If the PCs decide to flee, it’s usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they’re encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
  13. "name": "Fleeing Enemies",
  14. "next_link": {
  15. "label": "Social Encounters",
  16. "url": "/Rules.aspx?ID=517"
  17. },
  18. "previous_link": {
  19. "label": "Bypassed Encounters",
  20. "url": "/Rules.aspx?ID=514"
  21. },
  22. "rarity": "common",
  23. "release_date": "2019-08-01",
  24. "resistance": {},
  25. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Ending Encounters\r\n</additional-info>",
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  30. "Core Rulebook pg. 494"
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  33. "source_markdown": "<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>",
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  35. "text": " Fleeing Enemies Source Core Rulebook pg. 494 4.0 Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC’s Speed to that of the target, assess how much the pursuer’s chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now. If the PCs decide to flee, it’s usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they’re encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee. ",
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