#Retreat!!! Rules for falling back

5 messages · Page 1 of 1 (latest)

digital finch
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Some codified rules for retreats, so you can skedaddle after earning your Victories or have crafty enemies make their escape.

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Obviously you don't need these rules to just say "ok we retreat", but I like to give things like this some mechanical weight.

The primary purpose is to better support the emphasis DS places on secondary objectives, so that you can complete your goals and then leave the encounter instead of sticking around to finish off the remaining enemies (or get finished off yourself).

More importantly, because retreating has a small list of conditions, it is possible for enemies to thwart your retreat in mechanical ways. By sticking close to the heroes, slowing the party, or cutting off the avenues of retreat the enemies can prevent you from getting away. Likewise, you might be trying to capture an enemy leader and these rules would give you a clear way to prevent their escape as well

noble parrot
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I definitely like the idea of having clearly defined retreat rules! One thing I'd point out is that a creature who is Dazed isn't disqualified based on speed, but can't use free maneuvers. That means they can escape if an ally chooses to flee, but not if they are alone.

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I suspect Dazed should be added on to the "movement reduced" list to avoid that weird interaction.

digital finch
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Yes, technically in that case an ally who is not dazed could call the retreat on their turn, but the change has been made