Tactical Withdrawals and Fleeing


Pathfinder First Edition General Discussion


Retreating or advancing in the other direction is a necessary experience in pathfinder. The players are not supposed to be unstoppable otherwise the game would be boring and would be better as role playing without stats and numbers. The numbers should better experience, not dictate it. So what happens when a power gamed or optimized party runs into a room they are under leveled for?

The party that has never known defeat or never had to flee eventually meets its match and the result is never pretty. These parties would never "reasonably" want to or know how to retreat because of their unstoppable record. When they find themselves in too deep, survival usually takes GM grace or meta-gaming.

Example 1: The party walks into a room and is ambushed by high cr trolls. 10 trolls vs 5 adventurers? No problem. Except it is and the party gets wrecked. Before the TPK, a GM could decide to spare the party by sending the trolls to fight a real threat or a player could decide that his Paladin of Iomedae who never retreats, stuffs his party into a bag of holding and full withdraws.

Example 2: A party on a hotstreak with few character deaths runs into a room with a Nosferatu, I think. The vampire gives the party the option to retreat at the cost of two thousand gold. The party that has yet to meet its match decides to attack the vampire that they couldn't hope to defeat and are properly beat up. The TPK was looking certain until the power gamed barbarian decides to grapple the vampire and tie it up. Two party members are down and one is dominated. Before He could coup de grace the vampire it poofs into a swarm of bats. The few remaining party members grab their incapacitated friends and run away with their last friend chasing them as he is still dominated. The GM later revealed that he played the vampire wrong and could've easily killed the party but he didn't read the encounter before hand because it was not supposed to happen.

How could GMs avoid these situations? How can players avoid getting themselves into these situations? Example 1 was hypothetical though inspired by a different game. Example 2 recently happened.

Is pathfinder too strict with its numbers? I know GMs are free to change encounters to make sure that this doesn't happen but some only go off of the APs. We had a party that skipped the Castle in Jade Regent because the Barbarian used his barbarian strength to open a gate that was supposed be opened with a key that is found by clearing the dungeon. Our GM didn't adapt the campaign or give us ways to catch up on xp so each encounter ended with a character dying until we stopped the game.

Maybe my tables are just bad at retreating but I've seen it too much. Is it always the players fault or is the game too strict?


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Part of the problem is that fleeing can be difficult without a plan set up in advance, which will often require investment. A dwarf or a character in medium/heavy armour likely has a base speed of 20' and few monsters are that slow. Even 30' is less than many monsters. There's no morale system other than GM's judgement call, so pursuit is likely in the players minds unless the GM has set up expectations in advance. Fighting on and hoping for a miracle may seem the better chance.

I don't use modules/APs but failing to adjust encounters to the party (down or up) is a major GM fail.


I remember several cases of where one party member investigate a room alone and had to run back to the party for support against the creature chasing him. But to get the entire party to retreat, they need time. Magic helps.

Once the party was under cover identities in a hostile city. When their true identities were discovered, they escaped the immediate threat via magic, went into hiding, and sneaked out of town.

Two levels later, a Wall of Force to buy time for Plane Shift was their ticket to escape.

A different party went against a tough foe who could cast Charm Person. With half the party charmed, the others ran for it. One of the victims had resisted the Charm spell and rolled a nat 20 to bluff that he was charmed. He got a message to the escapees, who recruited help and rescued the charmed people.

As for Brinewall Castle in Jade Regent, the eight-person party in my campaign finished it at 3rd level due to splittig the xp among so many PCs. We took a hiatus before continuing the game, one family of players moved to another state, and the game resumed with only four players. I let them level up to 4th level immediately.


In stories people often meet their match.

I had a planned out an idea for a villain who was a LN Feysworn worshipper of Magdh who was gifted with foresight. This meant that to serve fate they ultimately had 0 agency, and while they could challenge and cripple certain people, they sometimes just had to let live. By threatening the PCs, they would be spurred on to a specific action fated to happen.

This can happen fairly often in stories though. Alien Covenant is just one example.

Alien Covenant Spoilers:
When the team lands on the planet and night falls, several of them die and spawn back/throat bursters.
They are about to be killed off when David comes in and scares them off with a flare. He does this because he wants to gain their trust,
and hitchhike off the planet so he can continue his experiments on live specimens. The team eventually finds out, but he still manages to sneak on and succeed.


Thunderlord wrote:

Retreating or advancing in the other direction is a necessary experience in pathfinder. The players are not supposed to be unstoppable otherwise the game would be boring and would be better as role playing without stats and numbers. The numbers should better experience, not dictate it. So what happens when a power gamed or optimized party runs into a room they are under leveled for?

<snip>
How could GMs avoid these situations? How can players avoid getting themselves into these situations?

<snip>

Maybe my tables are just bad at retreating but I've seen it too much. Is it always the players fault or is the game too strict?

Are you asking how an optimized group that's gotten cocky can avoid occasionally getting in over their heads? You say initially that PCs "are not supposed to be unstoppable" yet the rest of your post seems to question how to avoid situations where the party might be "stopped".

Cocky power-gamers hit an encounter that's above their weight or just doesn't go their way? They can withdraw/flee as you mention or they can risk character death and/or TPK. They're supposed to be heroes. They're going to be challenged at times and if they aren't tactically proficient enough to realize that they can't beat every encounter, they're kind of earning the loss, capture, or character deaths that result from it.

If their power-gaming extends to a mindset that no encounter should ever be at or above their power level, you need to decide if that's the kind of game you want to run. If everyone wants to play Pathfinder on Easy difficulty (or Very Easy if they're power-gaming), more power to all. But official modules and APs aren't built that way and to me, it sounds like an incredibly boring game. A power fantasy, yes, but not an exciting one.


I think it fairly undeniable that the mechanics of Pathfinder usually don't favor retreat when over matched (with the exception of magical retreat, like teleport or dimension door). Most enemies can chase down most parties. It is easier to follow and attack then it is to attack and flee and by the time a party realizes they are in trouble, they are usually already significantly down resources.

In addition, the way the mechanics of the game work, if you are facing a foe very much tougher than you, it is likely that they can kill or neutralize you in a single round. Expected damage and DCs for debilitating conditions scale upwards with level, and lower levels often don't have the means to defend against or counter higher level threats.

This is largely a factor of the relatively extreme difference between a characters power as they gain levels. A 10th level fighter is far more dangerous then 10 1st level fighters. Other systems have a more gradual power curve. Probably most people who are playing Pathfinder like this (hence why they are playing pathfinder) and seeing a character jump in power over levels and be able to face truly heroic encounters is a draw of the game, but the side effect is that if you bump up against something your could face in three or four levels, you are likely in a lot of trouble and absent GM intervention of one sort or another their might not be a way out.

I don't know that this is a major problem, although it will come up from time to time, but is something a GM should be aware of.


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Always remember: Attacks of Opportunity are optional.

When a PC or monster wants to flee from battle the chief threat to this movement is the AoO. If the GM wants to avoid a TPK, they can ignore this action and simply allow the PC to remove themselves from the melee.

Since the game's mechanics however reward full attacks and AoO's all the time forever, here's some other suggestions:

1. Deal non-lethal damage to PCs

2. Monsters ignore the coup de gras on fallen PCs, allowing them to stabilize; PCs wake up hours later with the Staggered condition

3. Bigger fish; something greater than the current threat looms over the monsters, driving them away

In my opinion though running away is more of a challenge to GMs than players. Consider that, in order to use "hit-and-run" tactics so prevalent in many media, the villains/monsters attacking the PCs would have to either attack then move every round which in turn prompts AoOs if they're in melee, as well as providing a reasonable deterrent for the PCs not to follow them.

Kobolds and the threat of potential hidden traps isn't enough of a deterrent to most players in my experience. So monsters then, fleeing from PCs, would need one of the following in order to successfully escape:

1. a Movement speed such as Climb or Fly that the PCs can't easily follow

2. obstacles not easily overcome between villains and PCs

3. environmental hazards such as brown mold or squares on fire between PCs and villains

Thoughts?


BPorter wrote:

Are you asking how an optimized group that's gotten cocky can avoid occasionally getting in over their heads? You say initially that PCs "are not supposed to be unstoppable" yet the rest of your post seems to question how to avoid situations where the party might be "stopped".

Cocky power-gamers hit an encounter that's above their weight or just doesn't go their way? They can withdraw/flee as you mention or they can risk character death and/or TPK. They're supposed to be heroes. They're going to be challenged at times and if they aren't tactically proficient enough to realize that they can't beat every encounter, they're kind of earning the loss, capture, or character deaths that result from it.

If their power-gaming extends to a mindset that no encounter should ever be at or above their power level, you need to decide if that's the kind of game you want to run. If everyone wants to play Pathfinder on Easy difficulty (or Very Easy if they're power-gaming), more power to all. But official modules and APs aren't built that way and to me, it sounds like an incredibly boring game. A power fantasy, yes, but not an exciting one.

The real question is, how do you tell the unstoppable party that they are indeed stoppable without killing them? Without meta-gaming of course. The way CR and retreating works, it can be very easy to be in over your head.

Should a GM warn his party about their odds or scale it down if they're determined? I could see the arguments for and against but it goes back to the game being just that. It seems the best solution is just pre-planning as others have mentioned. The full withdrawal action can spare an adventurer an AoO but the dwarf isn't going to get far unless the barbarian picks him up to retreat.


I think Rich Burlew wrote something about targeting the metagame mind.

For his game he had a sorcerer casting arcane spells in full plate armor, which made the players freak out since they knew how difficult that was.

You can have the monster use an obviously high level ability.

Maybe a swarm of weaker monsters? They kill a few, but they can quickly tell it's not enough to survive, and are better off retreating. Like 30 ghouls is gonna be tough if it takes two hits to kill each one.


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Thunderlord wrote:
The real question is, how do you tell the unstoppable party that they are indeed stoppable without killing them? Without meta-gaming of course. The way CR and retreating works, it can be very easy to be in over your head.

If that's all you're looking for, pit them against something that (a) they can't defeat and (b) doesn't want to kill them.

Regarding running away:

  • If it's a full rout, consider using the chase rules as an additional chance of getting the heck out of dodge.
  • A party in especially dire straits might even split up while in flight so that at least some of them have a chance at escaping.
  • Some combatants like to take their time with their kill. Carnivores who outclass their foes (or are just that hungry) might dig in right then and there, leaving the rest of the party a chance to get away. A particularly bloodthirsty or insane NPC might spend a round or two hacking away at the corpse in a fit of rage. Not all combatants are emotionless tactics engines, after all.


  • blahpers wrote:
    Not all combatants are emotionless tactics engines, after all.

    No, that's only the PCs.

    Seriously though my anecdotal experience has been that getting players to commit their PCs to running away is very hard. I had one game several years ago where an APL 2 group of characters saw a wyvern on the horizon as they were about to engage a group of goblins. I'd intended as the GM to use it to scare the party into running away; I had the goblins spot it too and had them flee screaming. The paladin of the group, realizing that it'd be close for the PCs to outdistance the creature and make it into a nearby cave, actually yell at the other characters "Get out of here! I'll hold it for a moment to buy you some time!" The resulting fight was one of the most epic in my games of late.

    More recently I had a group of APL 5 happen upon a lone penangalen. I used the witch one right off the SRD. It was flying and the environment, a frozen lake, favored it so I upped the CR, but even still this should have been a speed bump of a fight. A few poor rolls later and most of the PCs were stymied by fog, the barbarian was blind, and the creature had fatally wounded the wizard. Rather than grab their friend and flee the PCs used spells and the Climb skill to follow the undead witch as she attempted to leave the melee. They ended up barely destroying the creature but having nearly suffered another dead PC in the process.

    Bottom line: the game's mechanics seem weighted to favor the PCs in nearly everything. Once the fights enter the "rocket tag" level of power between PCs and villains it gets increasingly difficult to encourage the party to flee. Consider: if your party is level 10 and routinely inflicts, say... 217.5 pts of damage combined between the 4 PCs in a round you all hit, and the villain before you is a CR 10 monster with an average of 130 HP, you're incentivized to try and beat it's initiative and full attack as hard as possible to obliterate the poor thing. If not, or if you don't succeed, it's returning the volley with a combination of attacks with a +18 to hit inflicting approximately 45 hp back at you. If you're the wizard/sorcerer/low HD type on the receiving end of these attacks, this can be a very bad day for you indeed.

    Y'know it's funny. Most of my campaigns involve at least one mega dungeon. At the outset of these or when my players are about to enter one of these locations I remind them: negotiation, bribery, retreat... these are all possible resolutions they can attempt to conserve other resources. Inevitably the most consistent complaint I get from my players is that they don't like the endless fights in these dungeons.


    Thunderlord wrote:
    The real question is, how do you tell the unstoppable party that they are indeed stoppable without killing them? Without meta-gaming of course.

    I think some of the issue is in the 'meta' of the game you run. If you have run 10 levels where they have only fought foes they could easily destroy, they are naturally going to assume that when faced with a conflict they are going to be able to defeat it, and probably will be screwed before they realize they are wrong. On the other hand, if you consistently from level 1 through the occasional 'too hard' encounter at them, they will be more likely to prepare for it and accept it (and at lower levels, it is generally easier to realize right off the bat that you are outgunned.)

    Both styles of campaign have different benefits. 'Only appropriate CR' games mean the characters feel like heroes, are able to advance the plot and the players get to enjoy being generally awesome. Sometimes encountering higher CR foes (either due to 'open world' or 'high CR plot points') can feel more realistic, adds an edge of real risk to the game and allows for more out-of the box thinking. Both have downsides as wells, the 'appropriate CR game' can feel easy and lacking in challenge and unrealistic while the 'high CR' can lead to TPK, feeling their characters are useless and sometimes the party being too fearful, and not fighting enemies the GM expects them to for the plot. Different groups will like one style more than they other.

    What can be a real problem though is trying to switch midstream, which is what your response above seems to indicate you are trying to do.


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    I think it depends more on the party than the campaign, honestly.

    Hubris should be costly.

    AoO are limited, as not every monster has Combat Reflexes. So withdrawing or retreating or hastily advancing in the opposite direction is always as much of an option as the party wants to make it.

    Knowledge checks to identify the monster should be enough in a lot of cases, and if it's not, then it's on the party for choosing to fight something out of their league.

    I don't think a friendly reminder that retreat is an option before particularly difficult encounters is too far out of GM jurisdiction.

    I simply told my table at the beginning of our first session that they WILL meet enemies that they WILL have to retreat from. I made sure to emphasize that this is not a drill or a joke, that there are things here that will kill and eat low level players for a casual snack, and no amount of strategy or preparation will change that.

    No, the party cannot yet do anything against the huge Golem in the forest. I'm not going to change my plan and have it not be there. I'm not going to make the huge Golem in the forest weaker to match the party. And I'm not going to hold back if they insist on sparring with the huge Golem in the forest at too low of levels. It should be a blatantly apparent opportunity to retreat... but the choice is there's, not mine. The huge Golem in the forest is going to do exactly what he is programmed to do either way.

    I am not trying to kill the party, at all, but I'm also not going to hold their hand or put training wheels on my campaign because people are too stupid to run away. Stay and fight, see what happens, it's your choice... I hope you have backup characters.


    @ DJ Ustus: not to badger a point, but I humbly submit that another big quotient to this is game mechanics. Consider:

    4 PCs, a fighter, rogue, wizard and cleric, in a dungeon type environment enter a 40' long by 20' wide hall, ceiling vaulted to a height of 30' by 4 pillars which occupy the center of the 5' squares in which they're located. The entry and exit to this hall are a pair of 5' wide archways.

    The PCs are built with a 20 pt buy, 2 traits, and each has 150 GP worth of starting gear. They have had a couple CR 1 fights to get here and they feel like heroes. In this chamber however lurks a CR5 Large Air Elemental.

    This is something the PCs should run from. Looking at the monster's stats however it has a 100' Fly speed (Perfect) with the feat Fly By Attack. It can move and deliver a +14 Slam attack nearly guaranteed to hit a level 1 PC and inflict 8 pts of damage avg/hit. It also has a Whirlwind that could, potentially, inflict a Slam attack on every PC if they're grouped tightly together. Finally, a Large Air Elemental has a +11 Stealth.

    If the PCs attempt to run, the elemental beats their speed. If they stand and fight, they've got very little reasonable chance to defeat it. Obviously a decent GM would give the party at least a sporting chance, foreshadowing this encounter with clues along the way or perhaps having the elemental programmed to deliver a riddle or intimidating them to flee before combat is joined, but once any sort of fight breaks out there's little mechanically the PCs could do to get away.

    If a fight broke out and the elemental wasn't restricted in some way like it was bound to that particular room, I'd expect a TPK. If it WAS restricted I could still see the creature, with an Int of 6 (sentience) and Wis of 11 (average cunning) singling out the least armored in the group (Wizard) and flying through the group to Slam them for 8 damage, potentially knocking them out right there. It wouldn't be concerned with Flanks or Sneak Attack damage from the rogue (Elemental Traits means it's immune to these) so it might suffer some AoOs against it's 21 AC, none of which at this level would have the chance to inflict the 69 pts of damage needed to destroy the elemental outright.

    PCs run at this point, they'll need to be better than the monster's initiative. Even if they do they can't outdistance it. If any 2 are running within 5' of one another, they're rolling DC 18 Ref saves or flying into the air, taking 1d8 +4/round, and they're at -3 to attack back in melee. Plus, y'know... 100' fly/move action from the villain so...

    Again, all of the above is just the mechanics. A GM might decide to don kid gloves, have the creature not pursue past the hall. Maybe the monster takes a -4 on its attacks, deals all non-lethal, and then uses its whirlwind to carry the unconscious victims to its master's death trap, James Bond style. These choices however would be GM fiat and aren't reflected in the rules of a system made to reflect binary, win/loss outcomes, in my opinion.


    How bored does a huge air elemental have to be to give chase to the party if they turn to run?

    Why would it bother chasing them at all?

    Even if the party doesn't know, IT knows they are not a threat to its existence.

    If it's guarding something, it won't chase them very far, for fear of being lured away from whatever it may be guarding.

    They done messed up if they have managed to personally upset the huge air elemental, but by the sounds of it, they found it in a random dungeon, so just leave.

    Most things in the game do not immediately intend to coup de Grace everyone in the party.

    Yes, the huge air elemental COULD, but why would it even bother?


    VoodistMonk wrote:

    How bored does a huge air elemental have to be to give chase to the party if they turn to run?

    Why would it bother chasing them at all?

    Even if the party doesn't know, IT knows they are not a threat to its existence.

    If it's guarding something, it won't chase them very far, for fear of being lured away from whatever it may be guarding.

    They done messed up if they have managed to personally upset the huge air elemental, but by the sounds of it, they found it in a random dungeon, so just leave.

    Most things in the game do not immediately intend to coup de Grace everyone in the party.

    Yes, the huge air elemental COULD, but why would it even bother?

    Again, those are story/character based decisions. The answers could easily be: because it can. Also the answers might be: it wouldn't. Mechanically though, it COULD.

    Roll a Perception check; you either spot the trap or you don't. Roll your attack vs a monster's AC; you either hit, or you don't. Roll a save and either take damage, or not. These are mostly pass/fail checks and results. Escaping a fight in this game is very nearly the same.

    If you're in melee and break off to move your max speed, suffer AoOs which, depending on your HP, might kill you anyway. Disengage; no AoOs, but your enemy likely keeps up with you... and then attacks you. Move part of the way away but you're still within 30'; suffer maximized ranged attacks from some enemies.

    Once the fight breaks out, you're almost as incentivized to see it through as you are to flee.

    So when should you flee? I feel that decision is best made BEFORE combat. If they make the Knowledge check to ID the monster, what if you just told them flat out: this is a CR 5 monster, or this is a monster that would be an Epic or greater fight for you to endure, or something.

    Also V-monkey I gotta agree with you: if you've properly informed your PCs that they might encounter "monster X" on their journey, then they encounter it, there's no reason it shouldn't act accordingly. As I've said, I often use megadungeons. There's usually a dragon or wyvern or something outside the place to pick off unwary adventurers laden with treasure; there's also rumors about serious power-brokers in the dungeon depths they might run across.

    If I tell four level 1 PCs to watch out for an Oytugh inside the main entrance and they wander right over it's well opening unprepared, I'm not going to apologize for the ensuing 2d6 +4 damage plus 2 Grapple +9 attempts that drag the PC down towards the creature which, in round 2, delivers 1d6 +2 Constrict, bite 1d8 +4 AND inflicts Filth Fever (DC 14 Fort save) if they're even still alive at this point.

    Monsters are gonna be monsters. They do what they do, how they do it. There is no reason they SHOULDN'T do those things just because the PCs are not prepared. Is it fair to just spring an Epic fight on the PCs? For my gamins style, no, but others very. However if you've warned them and they still kick in the door... like you said VM, you better have some backup PCs handy.


    Mark Hoover 330 wrote:
    @ DJ Ustus: not to badger a point, but I humbly submit that another big quotient to this is game mechanics.

    Earlier in this thread I addressed the mechanical issues that a) make an overwhelming challenge likely to be a TPK and b) make running away difficult.

    Yes, there are 1000s of ways a GM can either purposefully or accidentally wipe out a party with an APL + 4 encounter.

    One of the risks of a 'more dangerous' campaign is that that will happen.

    Beyond all that, I'm not sure what your point is.


    Dave Justus wrote:
    Mark Hoover 330 wrote:
    @ DJ Ustus: not to badger a point, but I humbly submit that another big quotient to this is game mechanics.

    Earlier in this thread I addressed the mechanical issues that a) make an overwhelming challenge likely to be a TPK and b) make running away difficult.

    Yes, there are 1000s of ways a GM can either purposefully or accidentally wipe out a party with an APL + 4 encounter.

    One of the risks of a 'more dangerous' campaign is that that will happen.

    Beyond all that, I'm not sure what your point is.

    Dave Justus, I'm sorry. I didn't read all the posts in the thread. It was rude of me to assert mechanics so hard if you'd already made the point. I meant no offense and hope none was taken, but if I did again I apologize.


    I wasn't offended, but I wasn't sure where you were going.

    After discussing the mechanical difficulties of running, the thread moved more toward the meta of running, i.e. how to let a party know that they should run from a specific encounter without giving overly heavy handed hits. (this is all assuming that the encounter has been set up where running is a viable option, if not, then it really is moot whether they try and run or not.)

    I suggest that the only way to do this is to have running be a viable (and necessary) option from the beginning of the campaign, not just thrown is later after the party is used to being able to defeat everything they run into.

    The mechanical issues of how to create encounters where running is viable without it seeming ludicrous or overly GM contrived remains an issue, and it is a place where the system is relatively weak, but it is possible to do, although even then embracing this strategy certainly does make it more likely that you will kill off your party. Depending on preferences, this may be an unacceptable risk for some groups.


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    If you wish to converse with me, define your terms.
    - Voltaire.

    Expectations and consistency are what we are talking about here.

    The GM and the party both have a responsibility to each other to be forthcoming with their expectations. As a GM, I told the party that there are encounters they will have to run from or surely burn and die. I also told them directly that I have no interest or intent to kill them. I design encounters to be challenging and fun, but these encounters do have realistic level requirements for them to not just be a guaranteed TPK.

    Now, the party has NO OBLIGATION to remain consistent in their approach to encounters. I, however, MUST remain consistent in my approach. I told them the generics of my formula, at Meeting Zero, they agreed to stay and play. I'm now on a contract for the next two or three years to deliver a foundation off of which they can build their champions. Not a literal contract, mind you, I just like to keep my word.

    It's too easy to kill everyone in the party. The real challenge is to feed them and water them and watch them blossom into something you aren't afraid to throw the book at.

    You have to be on it as a GM to constantly train your party. I see everyone is really liking their first nifty class abilities, or their first fancy spells. Everyone going nova because they just got these abilities and don't yet know proper resource management. Let me introduce you to a three day dungeon, say goodbye to the sun, you won't be seeing it for a while, and I hope you got some sleep, because you can say goodbye to that, too.

    Constantly forcing them to adapt their strategies, use their abilities in different ways, use their character's place in the party in different ways. And if you are good enough, as a GM, constantly challenging them in new and creative ways, yet providing a consistent enough experience, they should have no problem retreating to resupply or replan or not come back until later. If you are dependable, they know that the encounters will be there when they get some levels and come back. And they know that this isn't the only fight.

    This guy is big, I'm not, plus I gave dude one of my healing potions for some arrows, yeah screw this, let's go fight something, well, less big.

    And they KNOW there are less big things to fight because their GM is consistent.

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