This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Author Topic: How do you handle retreat?  (Read 3113 times)

Cloyer Bulse
BANNED

  • BANNED
  • Jr. Member
  • **
  • ?
  • Posts: 83
  • BANNED
Re: How do you handle retreat?
« Reply #15 on: February 26, 2021, 05:47:40 AM »
….So, how do you handle retreat? Do you?

Quote
Participants in a melee can opt to attack, parry, fall back, or flee. Attack can be by weapon, bare hands, or grappling. Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed. -- PHB 1e, pp. 104-5

Thus it makes sense to have the strongest fighters cover the retreat, and their job is to absorb hits while the remainder of the party flees.

If everyone turns tail and runs away at top speed, the enemy can only attack them if they can catch them -- i.e. if it can cover the distance retreated and still attack. If it does so, it can attack the slowest party member with significant advantage, according to the running rule.
And if they have the same movement rate, then it's effectively a running stalemate unless/until the rules say someone is too fatigued to continue to run. Some rulesets may cover this, but many of them that do, do so very poorly.

As per the DMG 1e (p. 68), if they have the same movement rate then the pursuit will end if: The pursued are in sight but over 150’ distant; or the pursued are out of sight and were over 80’ distant when they left the perception of the pursuer(s); or pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.

HappyDaze

  • Hero Member
  • *****
  • H
  • Posts: 5337
Re: How do you handle retreat?
« Reply #16 on: February 26, 2021, 07:00:58 AM »
….So, how do you handle retreat? Do you?

Quote
Participants in a melee can opt to attack, parry, fall back, or flee. Attack can be by weapon, bare hands, or grappling. Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed. -- PHB 1e, pp. 104-5

Thus it makes sense to have the strongest fighters cover the retreat, and their job is to absorb hits while the remainder of the party flees.

If everyone turns tail and runs away at top speed, the enemy can only attack them if they can catch them -- i.e. if it can cover the distance retreated and still attack. If it does so, it can attack the slowest party member with significant advantage, according to the running rule.
And if they have the same movement rate, then it's effectively a running stalemate unless/until the rules say someone is too fatigued to continue to run. Some rulesets may cover this, but many of them that do, do so very poorly.

As per the DMG 1e (p. 68), if they have the same movement rate then the pursuit will end if: The pursued are in sight but over 150’ distant; or the pursued are out of sight and were over 80’ distant when they left the perception of the pursuer(s); or pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?

Eirikrautha

  • Hero Member
  • *****
  • Posts: 1266
Re: How do you handle retreat?
« Reply #17 on: February 26, 2021, 03:39:46 PM »
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?
Dude, I want to see you fire a longbow at a fleeing creature 150' away, while also running full out yourself to maintain that distance.  In fact, video it and put it on Youtube.  I need the humor right now...

HappyDaze

  • Hero Member
  • *****
  • H
  • Posts: 5337
Re: How do you handle retreat?
« Reply #18 on: February 26, 2021, 04:11:38 PM »
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?
Dude, I want to see you fire a longbow at a fleeing creature 150' away, while also running full out yourself to maintain that distance.  In fact, video it and put it on Youtube.  I need the humor right now...
Nothing in D&D is like real life. In D&D making such bow shots is hardly a great feat, and spells don't miss. But if you want me to add up the bonus and roll the dice for an experienced PC, I'm not really interested. It's not going to be very exciting to watch for most, but if you're the type that gets off on hearing stories about what other people's characters can do, well, I'd suggest switching to something healthier...like porn.

Eirikrautha

  • Hero Member
  • *****
  • Posts: 1266
Re: How do you handle retreat?
« Reply #19 on: February 26, 2021, 04:20:33 PM »
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?
Dude, I want to see you fire a longbow at a fleeing creature 150' away, while also running full out yourself to maintain that distance.  In fact, video it and put it on Youtube.  I need the humor right now...
Nothing in D&D is like real life.

Congratulations, you've almost figured it out.

Now, the next question is: should it be?  And does your answer to that question invalidate your original complaint that I responded to?

Wicked Woodpecker of West
BANNED

  • BANNED
  • Sr. Member
  • ****
  • ?
  • Posts: 299
Re: How do you handle retreat?
« Reply #20 on: February 26, 2021, 04:41:37 PM »
Everybody dies.

Cloyer Bulse
BANNED

  • BANNED
  • Jr. Member
  • **
  • ?
  • Posts: 83
  • BANNED
Re: How do you handle retreat?
« Reply #21 on: February 26, 2021, 05:09:30 PM »
….So, how do you handle retreat? Do you?

Quote
Participants in a melee can opt to attack, parry, fall back, or flee. Attack can be by weapon, bare hands, or grappling. Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed. -- PHB 1e, pp. 104-5

Thus it makes sense to have the strongest fighters cover the retreat, and their job is to absorb hits while the remainder of the party flees.

If everyone turns tail and runs away at top speed, the enemy can only attack them if they can catch them -- i.e. if it can cover the distance retreated and still attack. If it does so, it can attack the slowest party member with significant advantage, according to the running rule.
And if they have the same movement rate, then it's effectively a running stalemate unless/until the rules say someone is too fatigued to continue to run. Some rulesets may cover this, but many of them that do, do so very poorly.

As per the DMG 1e (p. 68), if they have the same movement rate then the pursuit will end if: The pursued are in sight but over 150’ distant; or the pursued are out of sight and were over 80’ distant when they left the perception of the pursuer(s); or pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?

Outdoors switches to yards, and also one cannot shoot a bow 150' in a dungeon due to ceiling height.  These rules were written after years of table top wargames experience, so unlike modern d&d these rules actually work.

Cloyer Bulse
BANNED

  • BANNED
  • Jr. Member
  • **
  • ?
  • Posts: 83
  • BANNED
Re: How do you handle retreat?
« Reply #22 on: February 26, 2021, 05:36:58 PM »
Also, dungeons have blind corners and traps, so it's very easy to be ambushed. Even monsters with low intelligence are smart enough to know not to blindly run into enemy territory. But as always, rule #1 of AD&D 1e is DM common sense trumps all other rules, so there will always be exceptions based on the situation, such as if the pursuers know their prey is being chased into a trap.

mAcular Chaotic

  • All Evils of this World
  • Hero Member
  • *****
  • Posts: 2263
Re: How do you handle retreat?
« Reply #23 on: February 26, 2021, 06:05:17 PM »
….So, how do you handle retreat? Do you?

Quote
Participants in a melee can opt to attack, parry, fall back, or flee. Attack can be by weapon, bare hands, or grappling. Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed. -- PHB 1e, pp. 104-5

Thus it makes sense to have the strongest fighters cover the retreat, and their job is to absorb hits while the remainder of the party flees.

If everyone turns tail and runs away at top speed, the enemy can only attack them if they can catch them -- i.e. if it can cover the distance retreated and still attack. If it does so, it can attack the slowest party member with significant advantage, according to the running rule.
And if they have the same movement rate, then it's effectively a running stalemate unless/until the rules say someone is too fatigued to continue to run. Some rulesets may cover this, but many of them that do, do so very poorly.

As per the DMG 1e (p. 68), if they have the same movement rate then the pursuit will end if: The pursued are in sight but over 150’ distant; or the pursued are out of sight and were over 80’ distant when they left the perception of the pursuer(s); or pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?
The problem is you'll just end up with three hours of bored players as you plink away at each other and chase feet after feet to no end.
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

HappyDaze

  • Hero Member
  • *****
  • H
  • Posts: 5337
Re: How do you handle retreat?
« Reply #24 on: February 26, 2021, 10:18:26 PM »
….So, how do you handle retreat? Do you?

Quote
Participants in a melee can opt to attack, parry, fall back, or flee. Attack can be by weapon, bare hands, or grappling. Parrying disallows any return attack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed. -- PHB 1e, pp. 104-5

Thus it makes sense to have the strongest fighters cover the retreat, and their job is to absorb hits while the remainder of the party flees.

If everyone turns tail and runs away at top speed, the enemy can only attack them if they can catch them -- i.e. if it can cover the distance retreated and still attack. If it does so, it can attack the slowest party member with significant advantage, according to the running rule.
And if they have the same movement rate, then it's effectively a running stalemate unless/until the rules say someone is too fatigued to continue to run. Some rulesets may cover this, but many of them that do, do so very poorly.

As per the DMG 1e (p. 68), if they have the same movement rate then the pursuit will end if: The pursued are in sight but over 150’ distant; or the pursued are out of sight and were over 80’ distant when they left the perception of the pursuer(s); or pursuit has continued over 1 turn, and the pursuer has not gained perceptibly upon the pursued.
So pursuit can end with the pursued in-sight at 151+ feet? Do the pursuers not even try using ranged weapons and spells? Is it some weird video game where the characters have left the zone so the monsters reset?
The problem is you'll just end up with three hours of bored players as you plink away at each other and chase feet after feet to no end.
Exactly. I prefer having a system that puts some randomness into the pursuit. Equal movement rates doesn't account for various things that might happen in a chase. Narrative systems have an edge here, but even Rolemaster does ok with move maneuver checks. D&D pretty much sucks with crap rules for pursuit.

Opaopajr

  • Señor Wences
  • Hero Member
  • *****
  • Posts: 7768
Re: How do you handle retreat?
« Reply #25 on: February 27, 2021, 12:43:41 AM »
:0

What's the STR/CON checks for how 2e handles it? If there's a way to do it in 5e without it turning into a slog then I'm game.

I thought OD&D was the one that mainly did retreats, where you run blindly through different hallways and might be doomed.

AD&D 2e, PHB, Time and Movement chapter, p. 120 (earliest printing). It's an Optional Rule in a blue box.  :)

By core rules Human MV is typically 12, which is x10 in feet indoors, and x10 in yards outdoors.

You can go up to 5x your MV: 1x is basic Move (as above), 2x is Jog and freely available without STR/CON checks. 3x 4x and 5x are all Run and require STR/CON checks.

Run 3x is STR check (no add'l mods) to reach, and CON check -1 cumulative each round (e.g. 1st rd is -1, 2nd rd is -2, 3rd rd is -3, etc.).

Run 4x is STR check -4 to reach, and CON check -2 cumulative each round (e.g. 1st rd is -2, 2nd rd is -4, 3rd rd is -6, etc.).

Run 5x is STR check -8 to reach, and CON check -3 cumulative each round (e.g. 1st rd is -3, 2nd rd is -6, 3rd rd is -9, etc.).

You attempt to reach a certain Run speed. If you succeed you are at that Run and then do CON checks until failure, change to slower Walk or Jog speeds, or Rest. If you fail you maintain your current Run speed -- you cannot attempt that specific Run speed again this run -- but you can attempt other Run speeds later this running time.

At the end of a failed CON check rd you must end your Run and Rest for a Turn (ten rounds (rd), each round equals one minute, thus ten minutes).

Example:
Bob decides to Run for his life, at the very least he will be at a Jog. He rolls STR -8 to see if he can reach Run x5. Bob has MV 12, so x5 would = 60. Then times this by ten, so 600. If this is indoors this is in feet, 600 feet. If this is outdoors this is in yards (3 feet to the yard), 600 yards (or 1800 feet). Let's say Bob is in a Dungeon, indoors.

Bob fails the roll, but Jog is free without checks. Bob is Mv 24 (240') this first round. Bob cannot attempt a Run x5 anymore during this specific run.

During Round 2 Bob declares a Run x4 because he is still running for his life. This is at STR -4. He passes. Bob is Mv 48 (480') this second round. Bob will need to make CON -2 cumulative to maintain this. His first Run CON check he passes.

Bob miraculously passes his cumulative CON -2 checks for the next four rounds (his Run is 5 minutes long!). So Round 3 is CON -4, Round 4 is CON -6, Round 5' is CON -8, Round 6 is CON -10. Upon Failure Bob's Run ends and he must stop and Rest on Round 7. He must Rest for one Turn, ten minutes.

Bob has ran indoors for 480'x5 plus 240' for 2640', half a mile indoors! (with all its twisty corridors and furniture crap in the way), and is hopefully close to the surface and safety.


You don't need to worry too much about "the maths" as long as you get the approximate pacing and easy 'ends in zero' mapped distances.

You can complicate terrain even more by using DMG Long Distance Terrain mods to adjust MV through them!  :D So running uphill a knoll, next down into a grassy vale, then through a light forest... all modifiable quickly by those values. So chases by horseback versus difficult or impassable terrains, climbing results, cutting someone off at a pass... all doable by TSR D&D without getting too involved!  ;D

Chase and hide retreat scenes are awesome in games! Especially since context can change and pursuers can end up being ambushed or injured in pursuit. Then the tables can be reversed and chasing and hiding goes the other way!  8) Retreat can be so awesome if you are open to its possibilities and use some of these forgotten sub-systems.
« Last Edit: February 27, 2021, 12:49:37 AM by Opaopajr »
Just make your fuckin' guy and roll the dice, you pricks. Focus on what's interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it's more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

S'mon

  • Hero Member
  • *****
  • Posts: 13315
Re: How do you handle retreat?
« Reply #26 on: February 27, 2021, 12:47:40 AM »

Exactly. I prefer having a system that puts some randomness into the pursuit. Equal movement rates doesn't account for various things that might happen in a chase. Narrative systems have an edge here, but even Rolemaster does ok with move maneuver checks. D&D pretty much sucks with crap rules for pursuit.

5e does have actual chase rules with randomness in the DMG.

mAcular Chaotic

  • All Evils of this World
  • Hero Member
  • *****
  • Posts: 2263
Re: How do you handle retreat?
« Reply #27 on: February 27, 2021, 01:56:02 AM »
:0

What's the STR/CON checks for how 2e handles it? If there's a way to do it in 5e without it turning into a slog then I'm game.

I thought OD&D was the one that mainly did retreats, where you run blindly through different hallways and might be doomed.

AD&D 2e, PHB, Time and Movement chapter, p. 120 (earliest printing). It's an Optional Rule in a blue box.  :)

By core rules Human MV is typically 12, which is x10 in feet indoors, and x10 in yards outdoors.

You can go up to 5x your MV: 1x is basic Move (as above), 2x is Jog and freely available without STR/CON checks. 3x 4x and 5x are all Run and require STR/CON checks.

Run 3x is STR check (no add'l mods) to reach, and CON check -1 cumulative each round (e.g. 1st rd is -1, 2nd rd is -2, 3rd rd is -3, etc.).

Run 4x is STR check -4 to reach, and CON check -2 cumulative each round (e.g. 1st rd is -2, 2nd rd is -4, 3rd rd is -6, etc.).

Run 5x is STR check -8 to reach, and CON check -3 cumulative each round (e.g. 1st rd is -3, 2nd rd is -6, 3rd rd is -9, etc.).

You attempt to reach a certain Run speed. If you succeed you are at that Run and then do CON checks until failure, change to slower Walk or Jog speeds, or Rest. If you fail you maintain your current Run speed -- you cannot attempt that specific Run speed again this run -- but you can attempt other Run speeds later this running time.

At the end of a failed CON check rd you must end your Run and Rest for a Turn (ten rounds (rd), each round equals one minute, thus ten minutes).

Example:
Bob decides to Run for his life, at the very least he will be at a Jog. He rolls STR -8 to see if he can reach Run x5. Bob has MV 12, so x5 would = 60. Then times this by ten, so 600. If this is indoors this is in feet, 600 feet. If this is outdoors this is in yards (3 feet to the yard), 600 yards (or 1800 feet). Let's say Bob is in a Dungeon, indoors.

Bob fails the roll, but Jog is free without checks. Bob is Mv 24 (240') this first round. Bob cannot attempt a Run x5 anymore during this specific run.

During Round 2 Bob declares a Run x4 because he is still running for his life. This is at STR -4. He passes. Bob is Mv 48 (480') this second round. Bob will need to make CON -2 cumulative to maintain this. His first Run CON check he passes.

Bob miraculously passes his cumulative CON -2 checks for the next four rounds (his Run is 5 minutes long!). So Round 3 is CON -4, Round 4 is CON -6, Round 5' is CON -8, Round 6 is CON -10. Upon Failure Bob's Run ends and he must stop and Rest on Round 7. He must Rest for one Turn, ten minutes.

Bob has ran indoors for 480'x5 plus 240' for 2640', half a mile indoors! (with all its twisty corridors and furniture crap in the way), and is hopefully close to the surface and safety.


You don't need to worry too much about "the maths" as long as you get the approximate pacing and easy 'ends in zero' mapped distances.

You can complicate terrain even more by using DMG Long Distance Terrain mods to adjust MV through them!  :D So running uphill a knoll, next down into a grassy vale, then through a light forest... all modifiable quickly by those values. So chases by horseback versus difficult or impassable terrains, climbing results, cutting someone off at a pass... all doable by TSR D&D without getting too involved!  ;D

Chase and hide retreat scenes are awesome in games! Especially since context can change and pursuers can end up being ambushed or injured in pursuit. Then the tables can be reversed and chasing and hiding goes the other way!  8) Retreat can be so awesome if you are open to its possibilities and use some of these forgotten sub-systems.
Wow, this is great. Awesome.

Is this done on a turn by turn basis, like combat? Like if it's combat and people are fighting a Black Pudding, and one player decides to run... do you just adjudicate his retreat using this during his turn like any other action in combat (like attacking) while everyone else is doing their own thing on their turns?

When you say you have to "reach" the run speed on a STR check... what's the DC? Is that set by the DM or is there a certain expected value? Like if you want to go for a Run x5, what do you need to beat.
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.

Eirikrautha

  • Hero Member
  • *****
  • Posts: 1266
Re: How do you handle retreat?
« Reply #28 on: February 27, 2021, 08:46:12 AM »
:0

What's the STR/CON checks for how 2e handles it? If there's a way to do it in 5e without it turning into a slog then I'm game.

I thought OD&D was the one that mainly did retreats, where you run blindly through different hallways and might be doomed.

AD&D 2e, PHB, Time and Movement chapter, p. 120 (earliest printing). It's an Optional Rule in a blue box.  :)

By core rules Human MV is typically 12, which is x10 in feet indoors, and x10 in yards outdoors.

You can go up to 5x your MV: 1x is basic Move (as above), 2x is Jog and freely available without STR/CON checks. 3x 4x and 5x are all Run and require STR/CON checks.

Run 3x is STR check (no add'l mods) to reach, and CON check -1 cumulative each round (e.g. 1st rd is -1, 2nd rd is -2, 3rd rd is -3, etc.).

Run 4x is STR check -4 to reach, and CON check -2 cumulative each round (e.g. 1st rd is -2, 2nd rd is -4, 3rd rd is -6, etc.).

Run 5x is STR check -8 to reach, and CON check -3 cumulative each round (e.g. 1st rd is -3, 2nd rd is -6, 3rd rd is -9, etc.).

You attempt to reach a certain Run speed. If you succeed you are at that Run and then do CON checks until failure, change to slower Walk or Jog speeds, or Rest. If you fail you maintain your current Run speed -- you cannot attempt that specific Run speed again this run -- but you can attempt other Run speeds later this running time.

At the end of a failed CON check rd you must end your Run and Rest for a Turn (ten rounds (rd), each round equals one minute, thus ten minutes).

Example:
Bob decides to Run for his life, at the very least he will be at a Jog. He rolls STR -8 to see if he can reach Run x5. Bob has MV 12, so x5 would = 60. Then times this by ten, so 600. If this is indoors this is in feet, 600 feet. If this is outdoors this is in yards (3 feet to the yard), 600 yards (or 1800 feet). Let's say Bob is in a Dungeon, indoors.

Bob fails the roll, but Jog is free without checks. Bob is Mv 24 (240') this first round. Bob cannot attempt a Run x5 anymore during this specific run.

During Round 2 Bob declares a Run x4 because he is still running for his life. This is at STR -4. He passes. Bob is Mv 48 (480') this second round. Bob will need to make CON -2 cumulative to maintain this. His first Run CON check he passes.

Bob miraculously passes his cumulative CON -2 checks for the next four rounds (his Run is 5 minutes long!). So Round 3 is CON -4, Round 4 is CON -6, Round 5' is CON -8, Round 6 is CON -10. Upon Failure Bob's Run ends and he must stop and Rest on Round 7. He must Rest for one Turn, ten minutes.

Bob has ran indoors for 480'x5 plus 240' for 2640', half a mile indoors! (with all its twisty corridors and furniture crap in the way), and is hopefully close to the surface and safety.


You don't need to worry too much about "the maths" as long as you get the approximate pacing and easy 'ends in zero' mapped distances.

You can complicate terrain even more by using DMG Long Distance Terrain mods to adjust MV through them!  :D So running uphill a knoll, next down into a grassy vale, then through a light forest... all modifiable quickly by those values. So chases by horseback versus difficult or impassable terrains, climbing results, cutting someone off at a pass... all doable by TSR D&D without getting too involved!  ;D

Chase and hide retreat scenes are awesome in games! Especially since context can change and pursuers can end up being ambushed or injured in pursuit. Then the tables can be reversed and chasing and hiding goes the other way!  8) Retreat can be so awesome if you are open to its possibilities and use some of these forgotten sub-systems.
Wow, this is great. Awesome.

Is this done on a turn by turn basis, like combat? Like if it's combat and people are fighting a Black Pudding, and one player decides to run... do you just adjudicate his retreat using this during his turn like any other action in combat (like attacking) while everyone else is doing their own thing on their turns?

When you say you have to "reach" the run speed on a STR check... what's the DC? Is that set by the DM or is there a certain expected value? Like if you want to go for a Run x5, what do you need to beat.

I'm assuming, since it's 2e, it's roll under attribute, with the penalty actually being added to the roll...

Mishihari

  • Hero Member
  • *****
  • M
  • Posts: 989
Re: How do you handle retreat?
« Reply #29 on: February 27, 2021, 11:39:29 AM »
:0

What's the STR/CON checks for how 2e handles it? If there's a way to do it in 5e without it turning into a slog then I'm game.

I thought OD&D was the one that mainly did retreats, where you run blindly through different hallways and might be doomed.

AD&D 2e, PHB, Time and Movement chapter, p. 120 (earliest printing). It's an Optional Rule in a blue box.  :)

By core rules Human MV is typically 12, which is x10 in feet indoors, and x10 in yards outdoors.

You can go up to 5x your MV: 1x is basic Move (as above), 2x is Jog and freely available without STR/CON checks. 3x 4x and 5x are all Run and require STR/CON checks.

Run 3x is STR check (no add'l mods) to reach, and CON check -1 cumulative each round (e.g. 1st rd is -1, 2nd rd is -2, 3rd rd is -3, etc.).

Run 4x is STR check -4 to reach, and CON check -2 cumulative each round (e.g. 1st rd is -2, 2nd rd is -4, 3rd rd is -6, etc.).

Run 5x is STR check -8 to reach, and CON check -3 cumulative each round (e.g. 1st rd is -3, 2nd rd is -6, 3rd rd is -9, etc.).

...snippage...


Wow.  I played 2E for a decade and didn't know that was even in there.  I didn't actually believe you until I checked my book.  How does that happen?