A defensive mechanic, also know as the 'Runaway and Hide' technique.


Pathfinder Online

Goblin Squad Member

When combat is initiated would it be possible for the defender to have the option to attempt to flee. I was thinking along the lines of an apposed skill check, hide/stealth vs spot/perception, if the defender succeeds they are given a brief period of time to make a run for it.

Obviously, the local terrain and number of enemies in the area would effect the chance to escape successfully.

Thought this might be an option for resource gathers or explorers not interested in combat.

Goblin Squad Member

Pagan wrote:

When combat is initiated would it be possible for the defender to have the option to attempt to flee. I was thinking along the lines of an apposed skill check, hide/stealth vs spot/perception, if the defender succeeds they are given a brief period of time to make a run for it.

Obviously, the local terrain and number of enemies in the area would effect the chance to escape successfully.

Thought this might be an option for resource gathers or explorers not interested in combat.

I'm failing to see what you are asking for, the game is realtime, so you can run as they approach. unless you are asking to root the attacker which I don't see as a particularly good system nor does it make much sense.

I could see a spot mechanic where it may give you notice if someone approaches within 40'ish or so, but that is as much as I can see them doing.

The devs have pretty much said there are going to be areas with varying levels of security, IE the cheapest resources will be near NPC towns, where very shortly after you are attacked, the attacker will be killed (meaning very few if any will bother), medium security zones where an attacker will very likely be killed but have a chance of escaping justice if they plan it well, and then territory with no NPCs where anything goes, and it's up to the players to deal with PKs if they care to keep the areas clean.

The bottom line howeve is, the highest valuble goods will be in unpoliced areas, and the intention is that if you want to harvest in those areas, you will need to either be able to defend yourself, or hire/bring people who can, even asside from player attacks they also specifically mentioned enemies that defend the harvesting nodes and come in stronger/larger forces the more each resource is harvested. The design is for the harvesters to create cause for combat for the others... the best way to avoid the combat will be to bring along people who do enjoy it.

Harvesters create content for combatants. I am pretty sure the general design is to make them want to come, and if what you are harvesting is profitable, you will be able to easily bribe them.

Goblin Squad Member

Initiate combat.

Turn around, run away.

Try to hide from pursuer.

How successful?

Stealth and perception skills coming into play...line of sight...distance...

Great hit and run tactic for rangers. Shoot the guy with an arrow then disappear. Repeat.

Goblin Squad Member

Pathfinder Online is NOT a 3 dimensional medium of the Pathfinder table top.

Pathfinder Online is an MMO.

The game doesn't need to be simplified into a series of checks for ease of use. PFO happens in real time.

There should be ZERO translation of dice mechanics into PFO.

Your ability to get away should dependent on your ability to be faster than your opponent, or get out of your opponents line of sight and hide in an object you could logically hide in until your opponent stops searching for you. If you have the ability to make your self invisible(with magic), even better.

Goblin Squad Member

Zero translation of dice mechanics?

That means no variables at all...not sure you're saying what you meant to say there...


Yes, once they have put this into the game I would put forward the next step:

Defensive Mechanic:
Escape Death: Grovelling and Pleading for Mercy

Goblin Squad Member

Blaeringr wrote:

Zero translation of dice mechanics?

That means no variables at all...not sure you're saying what you meant to say there...

I don't think he's saying no random effects, just that they will work considerably different in real time compared to turn based equivalents some may be just automatics based on how high each skill was trained, some might be based off a random number from 1 in 1000 calculated every .2 seconds (I'm not saying they will be, I'm saying that mechanically we should be drawing a system from scratch and not assuming an identical system to P&P).

Goblinworks Executive Founder

I think that defensive stealth should be implemented in some way, but stealth should not be available in combat to regular characters.

Goblin Squad Member

DeciusBrutus wrote:
I think that defensive stealth should be implemented in some way, but stealth should not be available in combat to regular characters.

I would say no character without some serious distractions involved (this may range from a special distraction ability or even the combatant focusing on a different opponent for a moment). But, as long as a player is focused on another player...stealthing should be seriously inhibited.

Oh, and stealth is not a condition, it is an adjective; you walk stealthily, the only way you walk in stealth is if someone names their city such. So, hiding gives you a certain hide score, everyone who has a higher perception than your hide score should be able to perceive you, anyone who does not, should not.

Goblin Squad Member

Blaeringr wrote:

Zero translation of dice mechanics?

That means no variables at all...not sure you're saying what you meant to say there...

That is far from 'no variables at all'. Dice are oversimplified probability devices and over 90% of what you roll a dice for in the tabletop does not translate into an MMO environment and the remaining rolls are too simplified. We are in control of much more in a MMO.

There can be probability for actions out of the scope of our control(such as: which square inch of the character the weapon impacts), but it should be handled with equations that require much more than a basic knowledge of arithmetic and a table of outcomes.

Goblin Squad Member

100% translation of dice means "dice" literally like in PnP.

Anywhere between 1% to 99% translation means some kind of variable.

0% translation means no variables. Because 0% translation means nothing like it, and the whole purpose of dice is to add variables, so if there is nothing that is even 1% like dice, then that statement excludes any kind of variable.

May not be what you meant, but it is how your statement reads literally. I assumed you were not excluding all variables when I read it, but I just want to be clear on how the language you chose actually reads.

My ex wife got really frustrated with me all the time when I'd listen to what she said rather than what she meant. One time I had to explain to her that when she told me "no", that it really does mean "no", and even if she tells me a 100 times it means otherwise, it just takes once to put me in jail. Too much information? :D

Goblinworks Executive Founder

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I wonder how we got from stealth to safewords in one page...

Shadow Lodge

Actually, I'm of the opinion that what Valkenr was pretty straightforward and easy to understand. The Pathfinder tabletop rules are not going to be used in Pathfinder Online. Some other rules will be used - some of them may even superficially resemble the Pathfinder ones, but that will be coincidence. The world and lore will be translated, but not the ruleset (aka "dice mechanics")

Anyway, back on topic: It would be nice to be able to disengage from combat and flee with a chance of success, and/or to fight with a guerilla-style approach. For that matter, although it may have been mentioned in jest, if socially-oriented players (bard-equivalents, etc) stood a chance of begging for their lives from NPCs, that would also be cool - so long as the chance never became a certainty.

Goblin Squad Member

Some of the mathematical components of the tabletop game simply cannot be applied to an MMO without severely wonking the balance. Typically stealth is one of those things that has very little to do with any variables; rather conditions are imposed on stealthy characters in order to preserve the balance with non-stealthy characters. In combat there will certainly be a bit of randomness imposed, but in situational abilities such as stealth, I can't imagine a system involving too much inconsistency being all that fun (the point to playing any game).


Withdrawal action?

An activated ability with a cooldown that slightly increases base speed, so long as you are moving away from an aggroed target, and adds a slight dodge bonus to AC for a short time?

Would have to be worked so it would have close to 0 impact on combat (i.e. can't use withdrawal to gain a combat advantage). Maybe it automatically disengages auto-attack, or makes it impossible to attack while it is active.

Goblin Squad Member

Onishi, I understand the real time element, just trying to think of ways so that it doesn’t just boil down to who has the fastest trigger finger.
Your 'Spot' mechanic might work, especially if it could be augmented by a pet guard dog or some purchased magical means!

This thread Curious:Stealth Mechanics has some good questions and feed back.

Also

Kalmyel Stedwethren wrote:
It would be nice to be able to disengage from combat and flee with a chance of success, and/or to fight with a guerilla-style approach.

This would be good.

Goblin Squad Member

DanQnA wrote:

Defensive Mechanic:

Escape Death: Grovelling and Pleading for Mercy

This is the advanced technique :)

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