
Xaratherus |

Those rules don't say that.
PRD wrote:Nothing automatic in these rules.Evasion and Pursuit
In round-by-round movement, when simply counting off squares, it's impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it's no problem for a fast character to get away from a slower one.
When the speeds of the two concerned characters are equal, there's a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.
Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.
I think it's also important to note that while it suggests the opposed DEX and CON checks to resolve chases between characters of equal speed, it doesn't necessarily limit to only those instances.

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Doesn't anyone use their charisma any more? Flirt, Banter, Conversation? This will aid your PC in determining the intent of the NPC.
Go back to town and get the local smith to turn a gold coin into a wedding ring and tell the tiefling you have secreted something on your person and if she finds it - she wins.

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Howie23 wrote:If they have the same speed, and if the quarry is visible to trigger the ready, then move followed by Ready Action (Move, if he moves) will get an AoO if he moves, but not if he withdraws. Nice creative idea that puts the GM in the metagame hotspot.Not to mention the player metagaming, right?
It would work once, then the target know of this tactic and react to it.I find the tactic of "if you (GM) have your NPC reacting intelligently to my action it is metagaming" very distasteful Howie.
I am sad to see you suggest this kind of tactic.
Sorry if I pushed one of your hot buttons and disappointed you, but please don't put words in my mouth.
If the PC moves, then readies to move again if the baddy moves, based upon with observed tactics or for tactical reasons of his own, this isn't meta gaming. Whether the PC's readied action is observable is a matter of playing style. My take on this is to use some variation of a Sense Motive if appropriate. If the NPC does not have the information, and the GM uses an action to negate it, such as a withdraw when there is no one threatening him, that is meta gaming on the part of the GM, not intelligent tactics on the part of the NPC.
After the tactic has been seen, for the NPC to take appropriate actions to counter the tactic is another story, and has nothing to do with what I was alluding to. If the NPC's tactic is already to move cautiously, that is, to withdraw, if within an observed single move of opponent, this isn't meta gaming. /end edit
I'm not responsible if you don't understand the difference or have jumped to a conclusion. If you disagree, so be it.

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Howie23 wrote:If they have the same speed, and if the quarry is visible to trigger the ready, then move followed by Ready Action (Move, if he moves) will get an AoO if he moves, but not if he withdraws. Nice creative idea that puts the GM in the metagame hotspot.Question for you Howie. A 5' step is a move for your readied action?
It's an immaterial distinction with the response I've already provided, and I have no inclination to follow whatever fine line distinction you might be looking at given what is already taking an antagonistic flavor.

Rynjin |

Carrying around a reach weapon was a good suggestion as well but I like the readied move action better. Thematically, I don't like the 'golf caddie of weapons' character. The readied move action was exactly what I was looking for, a simple solution that almost any character can do.
The "golf caddy of weapons" as you put it, is something that an actual adventurer would have. A ranged option (especially in a world where everyone and their grandma flies after level 10) at the very least.
I don't see many DMs handling it well when you say, "So I've been chasing this withdrawing guy for three rounds now. According to the Evasion and Pursuit rules I should automatically catch him."
Correction: You don't see many adversarial and/or immature GMs handling it well when you point out that the rules of the game put in place to stop this sort of b+@*!! say you should catch the guy.

Poldaran |

I don't see many DMs handling it well when you say, "So I've been chasing this withdrawing guy for three rounds now. According to the Evasion and Pursuit rules I should automatically catch him."
And that's when you tell them that it's either that, or you put this on repeat for the next hour until one of you gives up.

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you actually only need a speed of 40 ft per move to auto catch a 30 foot move PC.
Enemy round 1 withdraw 60 feet
Move action move 40 feet
Standard (Ready action to move 40 feet if opponent moves)
Enemy round 2 he withdraws getting 60 feet
Round 2
Move action move 40 feet (you have now moved 120 feet and your opponent has moved 120 feet)
Standard action grapple/trip etc.

Ughbash |
Remember that Withdraw only makes the FIRST hex Safe. So if you can get two people on each side of her (not corners) one of them will get an attack (unless she tumbles).
OOO
PTP
OOO
In this diagram two Players Flank the Tiefling.If she chooses to withdraw no matter where she goes she is moving into the Area of Control of at least ONE player. When she moves out of that area the player gets an attack of opportunity.
If you can not get that position on her perhaps oen of you can move past her with a double move in the hall way (or ideally two of you to block the hallway). This all depends upon the battle area you are fighting in.

Shinigaze |
If they have the same speed, and if the quarry is visible to trigger the ready, then move followed by Ready Action (Move, if he moves) will get an AoO if he moves, but not if he withdraws. Nice creative idea that puts the GM in the metagame hotspot.
This seems like a good idea until you realize that the question was how to deal with withdraw spamming. If your ready move action does not work to counteract withdrawing then it is not a solution to the question that was asked.