| Subutai1 |
| 1 person marked this as a favorite. |
Hello,
everyone knows what this tactic is supposed to do, letting you get away from your enemies to get out of harms way. However, the way that it is written and the way actual combat in the game works, it leaves much to be desired, making it an option that will rarely be taken/used, if ever.
My first problem with it is, to be able to use it as written, your party is still in best shape: Everyone is standing and is free to step away. In an actual fight, the moment you want to retreat the most is when maybe one of your party members just got downed and another is maybe grappled/restrained/swallowed or similarly occupied. In such a dire situation that would scream for a retreat, this "retreat" does next to nothing.
Therefore, I would propose the following addition to this tactic:
----
Additionally, all squadmates can use their reaction to either Stand or attempt to Escape. Each squadmate can forgoe one Step free action granted to instead pick up an item.
----
With this addition, it would be an interesting "Oh shoot!"-button to get out the direst of situations. Note that someone still would have to heal the downed character for him to regain consciousness first. Valyrie's Charge does something similar but so much more and is supposed to be used offensively. This stays purely defensive and wouldn't step (pun intended) on the toes of Valyrie's Charge.
Also, it giving each squadmate 3 Steps makes sense for casters and ranged attackers to get out of reach. However, at very high levels, even 3 Steps are often not enough for that. Non-scaling abilities have always been a problem (example Champion's Reaction range, which just doesn't cut it in high levels). So making the number of Steps scale, for example starting with 2 at level 1 and getting an additional Step each 5 levels above the first would fix this and make this tactic useful even at high levels.