Optional Rule for PCs and continuing villains: Flee for your life!!


Alpha Playtest Feedback General Discussion


One of the more unpleasant things for the game master can be people fleeing. Whether it is PCs running from a dragon, or your super orc general NPC who is supposed to be a continuing villain, running away just really does not work very often. PCs are like sharks and will chase your villains relentlessly. Most believable villains will do the same. Hungry monsters and monsters defending lairs will at least chase and kill and eat the slowest party member of PCs.

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I use the following rule:

Flee for your life!!
Any biped fleeing for it's life may add 5 feet to its BASE move for the purpose of calculating movement. All encumbering objects, specifically including weapons in hand, shields, backpacks and carried/sheathed weapons of size one handed or larger are abandoned in the haste to survive. One one-handed weapon may be retained. Four legged animals ridden by someone fleeing for his life move at 10 feet over their BASE move, but will have to begin making Fort saves after a number of rounds equal to their Constitution to avoid being fatigued.

I also use the following rule combination. Charging is a combat move that grants a -2 penalty to armor class. Pursuing at all out speed costs all dex and shield bonus. In addition, you are effectivly defenseless and suffer a -4 to armor class. A fleeing target may turn and automatically gets a free attack on his pursuer. This means that if a fleeing target turns on you you are almost guaranteed to be hit. Initative is rerolled at that point.

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Maybe fold something like this into the RUN feat, then someone may actually select that feat once in awhile?

esoclectica wrote:

One of the more unpleasant things for the game master can be people fleeing. Whether it is PCs running from a dragon, or your super orc general NPC who is supposed to be a continuing villain, running away just really does not work very often. PCs are like sharks and will chase your villains relentlessly. Most believable villains will do the same. Hungry monsters and monsters defending lairs will at least chase and kill and eat the slowest party member of PCs.

======================================================================

I use the following rule:

Flee for your life!!
Any biped fleeing for it's life may add 5 feet to its BASE move for the purpose of calculating movement. All encumbering objects, specifically including weapons in hand, shields, backpacks and carried/sheathed weapons of size one handed or larger are abandoned in the haste to survive. One one-handed weapon may be retained. Four legged animals ridden by someone fleeing for his life move at 10 feet over their BASE move, but will have to begin making Fort saves after a number of rounds equal to their Constitution to avoid being fatigued.

I also use the following rule combination. Charging is a combat move that grants a -2 penalty to armor class. Pursuing at all out speed costs all dex and shield bonus. In addition, you are effectivly defenseless and suffer a -4 to armor class. A fleeing target may turn and automatically gets a free attack on his pursuer. This means that if a fleeing target turns on you you are almost guaranteed to be hit. Initative is rerolled at that point.

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Maybe add something like this to the Run feat, it would make the feat actually useful.

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