The Fleeing Condition and movement.


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So this came up tonight where our party fighter suffered the Fleeing condition due to an Owlbear's Bloodcurdling Screech. As the GM I read this as fleeing at the fastest possible rate, meaning Stride actions. My player thought he should be able to use Step as well to avoid a possible AoO.

Was I in error here? Expediently as possible seems fairly plain to me as meaning as fast as possible, meaning no Step,


I think you were in the right. Being so scared you are running away doesn't exactly imply being careful.


Fleeing wrote:
You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Delay or Ready while fleeing.

Is all we have to go on.

Expediently means quickly and practically. Over to you. I'd allow a step. Especially as the Owlbear doesn't have an AoO.


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i would rule it as such:
if you know for a fact that an enemy has an AoO, I would allow the step.
after all, if the reason you are running is to get away from something, and you know that if you dont step that something is going to smack you, i'd say that a frightened person will flee more cautiously.

but if you don't know, even if you suspect, you risk it for the bisquit.

basically the fleeing condition specifically says that you run away, not that you walk away, and running is strides, not steps.


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I would also rule that you could not use a step action when you are fleeing. A careful step is not fleeing, the word itself implies panic, and when you are panicking, you are not being careful. You are moving away from the source of that panic as quickly as possible.

Grand Lodge

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I would rule that they step until out of range and then stride as fast as possible.

Expedient doesn't just mean fastest, from Webster:
suitable for achieving a particular end in a given circumstance


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The player might want to be able to Step now, but will they want NPCs to be able to Step when the party sets up that situation, complete with AoOs?

--
Jared, I think that definition address neither haste nor care.
If anything, Stride does a better job of "achieving a particular end" (fleeing, getting as much distance as possible from one's enemy) then Step does. So they'd Stride.

That said, I might let them take actions to avoid obvious dangers, but as Lia pointed out, Fleeing is painted more as panic than withdrawing tactically (which is what I think a Step would fall under).

If that seems too severe, remember this is a crit failure, so yeah, those are harsh. And the devs were kind enough not to give Owlbears an AoO to capitalize on it. (Not sure I'd want to be able to return in one round anyway, likely at Frightened 2!)


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Fleeing is a very bad effect all by itself. Because of the loss of actions.You have basically lost all 3 actions on your next turn due to it. But if you are a martial character and are primarily melee being able to step may mean that you end up only 2 movse away from the melee. This is important as 3 moves away may effectively waste a second whole turn as well.

All I'm trying to say is the difference can be important.

Grand Lodge

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In first edition, you could use the withdraw action to flee. Stepping and then striding is now how this is represented. You still have enough presence of mind to open doors, so why not to back away?

I mean you already lose all three actions, does it really need an extra layer of arbitrary punishment.


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I'm leaning towards no step, as that seems much more controlled than the fear induced terror you character should have. Look at bloodcurddling screech. It has the fear, emotion, and mental traits. You are afraid, terrified. You're not controlling your movement, you're out of your mind with fear in a panic.

I might considering allowing players to do, with the understanding that NPCs will be able to do the same as well.

Of course, in my groups games the "default" is that no one is allowed to presume or even think a specific character (whether player or enemy) has an Attack of Opportunity (or similar ability) until it is demonstrated in a fight, or identified (in monsters), or if a character is know by the opposition to have such an ability somehow.

Basically we treat having an AoO as a relative uncommon and rare ability, so it's not something people regular expect to deal with.

In this case, owlbear's don't even have an AoO so if the players were familiar with owlbears, I would say they had even less reason to try to step.

Ultimately, to be honest I'm suspicious that the players know striding away 3 times is terrible for their character and is hoping to mitigate it by not moving as far.


Jared Walter 356 wrote:

In first edition, you could use the withdraw action to flee. Stepping and then striding is now how this is represented. You still have enough presence of mind to open doors, so why not to back away?

I mean you already lose all three actions, does it really need an extra layer of arbitrary punishment.

Doubt that devs referenced that 1E concept when deciding this, but are you going to impose that Step on all fleeing creatures? What if the victim needs to Step twice since they remain in Reach? Three times? What about the reach of other enemies?

Little of this counts as "expeditious" re: fleeing.

Nor would I count opening a door while escaping as requiring the tactical awareness which a Step out of a possible AoO threat would require.

And fleeing all three actions is the opposite of arbitrary. Jeesh. And yes, I agree it's severe, coming off a crit failure and such. Most crit failures at even early levels will take you out that long if not longer.

Grand Lodge

Expeditious and expedient are not the same thing.
Expeditious is marked by speed, expedient is marked by tactical, wise and self-interest.

Synonyms for Expedient are:
prudent
desirable
wise
possible
advisable
judicious
tactical
politic
advantageous
practical
practicable
beneficial
feasible
profitable
useful
opportune
utilitarian
timely
seasonable
opportunistic
self-seeking


Fleeing is already a very bad action killer. Provided my player wasn't trying to abuse Step, I would allow it.

Already, we have the precedent of Forced Movement not triggering reactions. Is Fleeing any different? Allowing Step sidesteps that debate.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A "fleeing" creature just carefully stepping three times for a total of 15ft against an enemy with a long reach feels off to me. Since there is no reasonable in-between (drawing the line at, say, one step makes zero sense when the whole point is avoiding attacks of opportunity and the enemy's reach is obvious), I lean toward disallowing steps altogether.


painted_green wrote:
A "fleeing" creature just carefully stepping three times for a total of 15ft against an enemy with a long reach feels off to me. Since there is no reasonable in-between (drawing the line at, say, one step makes zero sense when the whole point is avoiding attacks of opportunity and the enemy's reach is obvious), I lean toward disallowing steps altogether.

For most creatures reach is obvious. That would be a reasonable line.


painted_green wrote:
A "fleeing" creature just carefully stepping three times for a total of 15ft against an enemy with a long reach feels off to me. Since there is no reasonable in-between (drawing the line at, say, one step makes zero sense when the whole point is avoiding attacks of opportunity and the enemy's reach is obvious), I lean toward disallowing steps altogether.

Plus the creature might have allies, or a cornered victim might have to escape around the enemy w/ normal reach where taking 3 Steps keeps you adjacent. Crit fail wastes two rounds of actions sounds reasonable IMO, maybe even deserves burning a Hero Point much like other crit fails do.

ETA: It struck me that ultimately it might be wiser, when Frightened 3, not to end one's turn within attack range (accounting for context). You'd recover to Frightened 2, maybe take a full attack routine, then have -2 response on your own turn. Complete mindless fleeing while so badly penalized might be the devs being nice. :-)


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Pathfinder Rulebook Subscriber

This is one of those situations where if I applied the same linguistic backbending logic to the enemies, and have some minion carefully backpedal twice away from the scary reach Fighter, my players would lose their minds screaming about how I was being an a@%$!$#.

IMO the measure of "expediency" applies to the task of running away in terror as quickly as possible, avoiding obstacles and not getting trapped in corners, and not carefully backstepping to maximize the combat efficiency of dealing with what's supposed to be a severe condition. As in, the practicality of the method of movement applies to getting away ASAP and not in the AoO or other combat concerns. The compulsion of the fear or other terrifying effect should overwhelm tactics and self-preservation. You are "forced to run away", not "suggested to run away when it's convenient for your HP".


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This feels too much like PCs trying to cheese their way into not being 3 actions away from the fight. You are fleeing in terror. No steps.

Grand Lodge

There is nothing in the fleeing condition that says you lose tactical awareness because of terror. This is a forced tactical retreat due to fear, and NOT the mindless grip of overwhelming terror.

You move away from the source of your fear, in a way that doesn't put you in more immediate danger. Players should be able to still tactically chose where to run too. Behind a pillar, a door, etc are all perfectly expedient. Top three synonyms: Prudent, Desirable, and wise all indicate tactical awareness is still present.

Grand Lodge

xcmt wrote:
This is one of those situations where if I applied the same linguistic backbending logic to the enemies...

How is using the actual definition of the word from the text "expedient", instead of some preconceived punitive notions backbending logic?


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Jared Walter 356 wrote:

There is nothing in the fleeing condition that says you lose tactical awareness because of terror. This is a forced tactical retreat due to fear, and NOT the mindless grip of overwhelming terror.

You move away from the source of your fear, in a way that doesn't put you in more immediate danger. Players should be able to still tactically chose where to run too. Behind a pillar, a door, etc are all perfectly expedient. Top three synonyms: Prudent, Desirable, and wise all indicate tactical awareness is still present.

Except that it does not say that at all. There is no caveat, at all, about not putting the fleeing person in more immediate danger.

"You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Delay or Ready while fleeing."

There is nothing in the condition that even begins to hint that it is a "forced tactical retreat due to fear."

What about the frightened condition itself? Well, here it is from the CrB:

"You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1."

Just think about that for a minute. You are so scared that /everything/ you do is worse.

There is nothing in either condition that would indicate that a character is able to make a tactical, 5 foot step. Everything about both shows the character is terrified. At Frightened 1 and 2, they hold it together. At 3 or more, most of the time, they actually are in terror, hence the forced fleeing action.

What gets you to that condition? It's almost always a critical failure on a save against a spell or creature effect. If anything, fleeing for 1 round is generous. If you crit fail a save against dragon fear, are you stopping running after just 6 seconds? Probably not.

Now, if your table wants to nerf fear that's the choice of your table. Just don't be upset when the GM has that think with 20' reach step three times for its 'fleeing' and then kill a PC with an AoO because it's still in reach.

Grand Lodge

Lia Wynn wrote:


Except that it does not say that at all. There is no caveat, at all, about not putting the fleeing person in more immediate danger.

"You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't Delay or Ready while fleeing."

Let me bold it for you:

"You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible

by definition: prudent wise and self interested. This is no different than someone deciding to abandon their friends to live to fight another day and running away.

It's clear we aren't going to agree, because you keep assigning additional conflicting meaning to the word expediently. I won't remove the players tactical choices as long as they are moving away from the source. They won't jump out windows or dive through fires, or risk attacks from enemies as they try to run away.

Also:
Does expediently mean fast?
Use expedient for "advantageous" and expeditious for "speedy,"


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I think the disconnect in this thread is:
One side is saying "If we can't control how my character flees, it's absolutely terrible! I could take AoO and get so far away from combat I basically waste two rounds from fleeing and returning!" and the other side saying "Yeah, crit fails are rough. But it only happens on a crit fail."

Go and compare the critical fail result for other things, and you will find that they are equally nasty. Crits fails are tough.

And for me, the idea of remaining tactically aware doesn't mesh with the abject terror your character is supposed to be experiencing.

Horizon Hunters

In AV one of my creatures crit failed against Fear. Here's what happened:

Spoiler:
The creature was an Osyluth. They crit failed and gained the Fleeing condition, so I had them use Dimension Door to go into the Boss's office. The boss was not happy they abandoned their post, and determined that they had violated their contract. They were then promptly killed.


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I think splitting hairs over word definitions is rather misleading here when the implications of those words is highly sensitive to context. Expedient may mean a convenient or advantageous, but morally ambiguous means of achieving your goal but quoting synonyms without understanding the nuance of the original is irrelevant. Just as irrelevant as breaking down the roots of expedient to declare that the escape must be done on foot.

I would likewise rule that an expedient retreat must be done by taking which ever action gets you the farthest from the source of fleeing by the end of that action if you can help it, such as by running around an obstacle rather than spending several actions trying to climb that object. Fleeing causes you to want to get away from the source so badly that you will simply leave the situation in a panic until you can get a hold of yourself. I would not buy that thus means you will stop on the way out and decide "that foe has not used a reactive attack since it last moved and there is a chance I might be stuck by such an attack if I run now, I should wait before fleeing to step out of their range". You just hope if they swing, they're not going to hit you and run even faster because of it


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The condition is "Fleeing" not "Retreating", so I would also not normally allow a Step. In PF2E, Step is a measured, defensive action that is pretty much the opposite of "Fleeing".

Also, FWIW: "expedient" has a connotation of cutting corners to get something done quickly. A normal usage example is: "If you don't have time to do it the right way, just go with whatever is most expedient". i.e.: prudence is very secondary when someone asks for an expedient solution.


For those arguing that a step is ok, can I take 3 steps away from the fighter that caused the fear to end up beside the Cleric that did not? It doesn't say I have to go back the way I came after all.

I don't see any way "fleeing in terror" can include carefully stepping to avoid an attack.

Grand Lodge

To be clear, none of those arguing to allow a step have ever said you can just make three steps. That was a straw-man argument put forth by the other side.

What has been said, is that they should be able to step out of immediate danger (AOEs) before fleeing and avoid other obvious dangers. If the cleric is 60 feet away from the source of the fear then yes than is a valid place to end up.

To be more clear, if the characters already knew that an AOE couldn't be taken, I wouldn't even allow that step.

Grand Lodge

BloodandDust wrote:
The condition is "Fleeing" not "Retreating",

You do realize these are synonyms right?


Jared Walter 356 wrote:
BloodandDust wrote:
The condition is "Fleeing" not "Retreating",
You do realize these are synonyms right?

You do realize that English is a context-based language, right?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jared Walter 356 wrote:

To be clear, none of those arguing to allow a step have ever said you can just make three steps. That was a straw-man argument put forth by the other side.

What has been said, is that they should be able to step out of immediate danger (AOEs) before fleeing and avoid other obvious dangers. If the cleric is 60 feet away from the source of the fear then yes than is a valid place to end up.

How is it a strawman when your second paragraph absolutely implies that two or three steps need to be allowed in the case of creatures with (obvious) reach? Just because you refuse to make it explicit, that doesn't mean it's not inherent in your argument.

Also, I see you're putting a lot of weight on the word "expediently", so why not apply that same weight to other parts of the condition, say to the first sentence: "You're forced to run away [...]"? Stepping is not running.

Grand Lodge

The original argument was you avoid obvious dangers, and act in a self-perseverance practical mode.

It was misrepresented that you could instead use this as primarily changing positions with respect to other foes. Because this was not the original argument it is by definition a straw man: Redefining the original argument in a weaker way that is more easily attacked.

As to your second point: The first sentence is almost always flavor or lore text. Secondly, running away and retreating mean the same thing. Running is not a mechanical term. The only rules guidance we have is that it must be expedient, away from the source of fear, and you may not delay or ready.

I have focused on expedient, because the arguments that have been presented are misusing this word to mean panicky, hasty or rash. In all contexts expedient means practical and governed by self-interest. Being forced to act in a way that provokes danger from a known source is the antithesis of what we are being told is required.

I would allow the character to do any action that moves away from the source of fear, just as if they had chosen to abandon all allies are preserve their own lives. Dodging fires avoiding AOEs, etc.

Panicked is not part of the definition of fleeing. Terror is not part of the definition. Moving from from the source of (perceived) danger is. Ignoring known dangers is not. As I clarified later, I wouldn't allow the step if the enemies are known not to have attacks of opportunity. I would however allow a character to dart past known dangers on the battlefield like fires, spikes.

As to the final argument that has come up: "it's a crit fail". Yes, I recognize that. Most crit fails cause a character to loose an entire turn, and possibly part of a second. No crit fails remove player choice completely. Even paralyzed lets the character choose their mental actions. Why would I take away player agency for what is supposed to be a much less severe condition? Having fear remove two full turns, and incur other known dangers is simply to punishing to be intended for something describe as fleeing in fear, and that reading violates the written text, so hard pass.

The counter argument have boiled down to "it feels off" or "it is a crit, so it's supposed to be really bad". I find none of these remotely compelling.

There are no arguments here that change my mind. I have explained my position with the supporting rules text, logic, and when required actual definitions of word in the text. I won't change your mind, so I am going to continue to disagree, but no longer engage.


I think this thread is going to result in the following (both sides saying to the other):
"You do you, but I don't think your interpretation/stance is reasonable."

Short of a dev chiming in, it's clear we're not getting anywhere arguing of the minutiae of definitions of words and what they are or aren't equivalent to.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jared Walter 356 wrote:
I would allow the character to do any action that moves away from the source of fear, just as if they had chosen to abandon all allies are preserve their own lives. Dodging fires avoiding AOEs, etc.

I agree that everything that needed to be said has been said, but I still want to point out that this exact wording necessarily allows the "three actions to step" situation.

Grand Lodge

painted_green wrote:
Jared Walter 356 wrote:
I would allow the character to do any action that moves away from the source of fear, just as if they had chosen to abandon all allies are preserve their own lives. Dodging fires avoiding AOEs, etc.

I agree that everything that needed to be said has been said, but I still want to point out that this exact wording necessarily allows the "three actions to step" situation.

And I would disagree with this assertion. Staying in range for another full round of attacks is not what a character would do if choosing to preserve their own life, and does not meet the definition of expedient. I wouldn't allow it.


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Jared Walter 356 wrote:
painted_green wrote:
Jared Walter 356 wrote:
I would allow the character to do any action that moves away from the source of fear, just as if they had chosen to abandon all allies are preserve their own lives. Dodging fires avoiding AOEs, etc.

I agree that everything that needed to be said has been said, but I still want to point out that this exact wording necessarily allows the "three actions to step" situation.

And I would disagree with this assertion. Staying in range for another full round of attacks is not what a character would do if choosing to preserve their own life, and does not meet the definition of expedient. I wouldn't allow it.

But the point is for those of us on the "you can't step at all side" the argument that you could only take one step because that makes sense doesn't hold water if you turn around and say you can't take 3. In my view, 1 step or 3 steps works out similarly in terms of "expedience". Neither is fleeing or expedient in my opinion. I can't reckon any way in which only 1 step is allowed without allowing all actions to be steps if the player chose. And because of that, I can't imagine steps being allowed at all.


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Jared Walter 356 wrote:
BloodandDust wrote:
The condition is "Fleeing" not "Retreating",
You do realize these are synonyms right?

Yes of course :)

However, to be clear, Synonym does not mean "identical replacement for", it means "similar to"... which means the alternate words are likely replacements, but may or may not actually fit based on context.

In this case for example, Retreating and Fleeing are very, very different.

Retreating is a controlled withdrawal in the face of danger. It is difficult and means the troops are maintaining discipline. Face towards enemy, moving backwards.

Fleeing is an uncontrolled exit...actually running away...from danger. It is easy, very dangerous, and results from panic. Back towards enemy, as fast as possible.


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BloodandDust wrote:
Retreating is a controlled withdrawal in the face of danger.

This just isn't true. Look at the definition of rout once: "A rout is a panicked, disorderly and undisciplined retreat of troops from a battlefield, following a collapse in a given unit's command authority, unit cohesion and combat morale."

"a disorderly retreat of defeated troops."

"a state of wild confusion or disorderly retreat."

"a confused and disorderly retreat from a place."

"A disorderly retreat or flight following defeat."

Grand Lodge

Claxon wrote:


But the point is for those of us on the "you can't step at all side" the argument that you could only take one step because that makes sense doesn't hold water if you turn around and say you can't take 3. In my view, 1 step or 3 steps works out similarly in terms of "expedience". Neither is fleeing or expedient in my opinion. I can't reckon any way in which only 1 step is allowed without allowing all actions to be steps if the player chose. And because of that, I can't imagine steps being allowed at all.

For me the difference is so obvious, it's hard to explain. But I'll try.

Maybe a little background in how I run monsters will add some clarity to my perspective. I almost never run monsters that battle till TPK of the monsters. All monsters will battle until it is clear they have no chance of winning, and then will run away. (typically less than 20% remaining). They always do this by stepping away from the characters they are in melee with and then using 2 strides to move away. Taking 3 steps doesn't reduce their risk of dying, so they never would.

When I read fleeing as see running away, it means the same thing to me. You have opted not to continue fighting against (perceived) overwhelming odds and run away. You do so to preserve your own life.

Risking a potentially lethal attack from the very thing you are afraid of is going against the self preservation instinct, staying in range for another full attack is even more so.

For me, expedient means in the way that is most likely to keep them alive.

Paraphrasing your position, and correct me if I am misrepresenting it. Expedient means placing the most difference between you and one thing you fear as quickly as possible.

Another critical difference is the commonness we assign AOE. For me it is common, but not ubiquitous. My understanding of your position is uncommon to rare, possibly not even aware its a thing.


But AoO (I think you meant to say instead of AoE) are relatively uncommon to rare. Only fighters get it by default. Some other classes can get it via feat. And remember PCs are special, not representative of the world in general.

And then look at the bestiary, I don't know the percentage of monsters that do and don't have AoO exactly, but I know it's a low percentage that do.

It was a deliberate change from PF1.

And honestly, avoiding the potential AoO bothers me a lot less than the fact that it should basically cause you to waste your turn (at least if you're melee) due to running so far away. By stepping, and depending on how enemies are around you, you may not waste your whole next turn. That part is actually far more of the issue to me than whether or not you get hit with an AoO.

Grand Lodge

I would dare say a solid 10 - 20% of monsters have some form of AoO. This fits into the definition of common for me. I mean elves and dwarves are considered common at ~7% of the population, and halforcs at ~3%.

Looking at character classes, a solid 1/3 of can have some form of movement triggered reaction. Again this is the common category.

Hardly ubiquitous yes, and certainly not the the same level as PF1, but not a negligible amount.

I would agree that 3 steps is cheesy, but 1 is a running away in my book.
Now if the monsters (if intelligent) or PCs already knew a certain character didn't have an AoO then full on sprint would be in order in both cases.

Again I don't draw a distinction between fleeing (choice) and fleeing (forced).

Again for me, fleeing is about survival, not speed. Any action that acts against that survival in my mind violates the expedient clause.

I understand where you are coming from and respect your position, and give you full points for politeness in our disagreements. But as I said, I don't think either of us is going to change our position here and it boils down to two fundamental differences in philosophy: what fleeing actually means (terror versus retreat), what expedient means (speed vs safety). Happy gaming to you.


graystone wrote:
BloodandDust wrote:
Retreating is a controlled withdrawal in the face of danger.

This just isn't true. Look at the definition of rout once: "A rout is a panicked, disorderly and undisciplined retreat of troops from a battlefield, following a collapse in a given unit's command authority, unit cohesion and combat morale."

"a disorderly retreat of defeated troops."

"a state of wild confusion or disorderly retreat."

"a confused and disorderly retreat from a place."

"A disorderly retreat or flight following defeat."

No, not in normal military usage at least. A retreat is an orderly withdrawal. To make it otherwise requires adding a special qualifier, like disorderly, wild, etc, to change it from the normal definition.

Retreat != Rout


Pathfinder Rulebook Subscriber

I have no patience for this stepping while fleeing nonsense. I would not even humor the argument at my table.


BloodandDust wrote:
Retreat != Rout

You missing the point spectacularly. Rout IS a kind of retreat: this is a fact I found in different places [including several dictionaries] that specifically use that term. Now what is or isn't common military parlance is beside the point when we are talking about common language in general. PF2 isn't written in a way requiring us to parse military vs non-military wording.

That said, I don't recall that there is a specific military definition of either term. A military withdrawal can be a tactical withdrawal, a rout or a feigning withdrawal and all are kinds of retreat.

So for both reasons I continue to disagree with your assertion.

On the question of fleeing, I see nothing in the condition that would prevent a Step: the example of escaping expediently is "using move actions to flee" and Step qualifies. And it's not mindless terror, as the other example is opening doors which requires manipulation and not fleeing at top speed. This means you could, for instance, spend actions to tie a rope off to rappel down a cliff or similar things [you're using interact to open a door or tie a rope]: you aren't required to leap off cliffs or cool-aid man through doors using Force Open.


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Captain Morgan wrote:
I have no patience for this stepping while fleeing nonsense. I would not even humor the argument at my table.

I get that life is short and the GM should just decide quickly, but that is pretty intolerant.

It is not clear from the description of the condition the degree of panic in the victim. Quite a range is possible. I mean the spell doesn't require you to drop everything as a free action does it?

Grand Lodge

Just for historical context, pf1 had 3 levels of "fear":
shaken, frightened, and panicked.

while pf2 only has 2:
Frightened and fleeing.

mechanically shaken from pf1 is most similar to afraid
and frightened from pf1 is most similar to fleeing.

Panicked was very severe: drop everything, move in a random direction, cannot act, and cowered if cornered.


Jared Walter 356 wrote:
I understand where you are coming from and respect your position, and give you full points for politeness in our disagreements. But as I said, I don't think either of us is going to change our position here and it boils down to two fundamental differences in philosophy: what fleeing actually means (terror versus retreat), what expedient means (speed vs safety). Happy gaming to you.

I can happily agree to respectfully disagree. Happy gaming to you as well.


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Pathfinder Rulebook Subscriber

The problem with saying you'd do the safe tactical thing is the safe tactical thing is usually to keep helping your friends take down the enemy, not waste a bunch of actions running away and then running back.


graystone wrote:
BloodandDust wrote:
Retreat != Rout
You missing the point spectacularly.

I'm not missing your point, I am disagreeing with you.

"Retreating", without qualifiers, is a controlled move away from the enemy. A close synonym would be "Withdrawing" or "Falling back".

"Fleeing" means running the h*ll away. A close synonym would be "wild retreat" or a "panicked retreat". Yes, still a retreat, but requires qualifiers to distinguish it from the plain term. A distant synonym would be "Retreating" or "Withdrawing"...they all involve getting away from the enemy, but the style differences are meaningful. FWIW, I would call "mindless terror" a step even more extreme than Fleeing although those are pretty close.

Note that even someone running in mindless terror will open doors and climb fences, they'll just be doing it ad-hoc, not really thinking ahead or measuring consequences. Someone Fleeing very well might try to "cool-aid man" a door before realizing it's a pull instead of a push though (which is why public venues have 'panic bar' style exit doors).

The Fleeing condition is not a happy fun time: "You're forced to run away due to fear or some other compulsion"


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BloodandDust wrote:
Someone Fleeing very well might try to "cool-aid man" a door before realizing it's a pull instead of a push though (which is why public venues have 'panic bar' style exit doors).

While I find most of your argument pertinent to drawing the distinction between different levels of panicked fleeing, I feel this point is inaccurate. While it may be true that there are times when a person is so scared that they forget how to interact with basic objects around them, the panic bar isn't designed so much for what happens when one person flees but when a crowd flees, adding mass to the equation that would make it difficult for the people at the front to open the door with the added pressure of all the bodies behind them crushing them against the door.

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