Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Running Encounters / Ending the Encounter

Fleeing Enemies

Source GM Core pg. 32 2.0
Fleeing enemies can sometimes cause issues at the game table, as players often want to pursue them, thinking they might return as a threat later on. This can easily bog down the game and extend an encounter that has already reached its conclusion, so avoid playing this out move by move. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC’s Speed to that of the target, assess how much the pursuer’s chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.