Hello Good Hunter!
First off, a massive thank you to everyone who jumped into the playtesting trenches with us.
Your feedback was gold, and it helped me polish these rules into something I'm super proud of. You’re the real heroes here—seriously, give yourselves a pat on the back (or a healing potion, your choice).
Now, drumroll please…
Here are the finalized Rules for Fleeing Combat (Or chasing your enemies to death)!
Ever found yourself in a sticky situation where fighting just wasn’t the vibe? Maybe the party’s low on HP, or perhaps that dragon’s breath weapon is looking a little too spicy. Well, now you’ve got a slick, structured way to make your great escape without it feeling like a cop-out.
Here’s the breakdown:
Chase Checks tailored to your environment—whether you’re dodging carts in a bustling city, leaping over chasms in a dungeon, or navigating the twisted paths of a cursed forest. (Pro tip: don’t trust the trees.)
Chase Actions like Dash, Help, or even using your abilities to throw obstacles in your pursuers’ way. Tip a barrel, cast entangle, or just yell “Look, a distraction!” and hope for the best. Creativity is your best friend here.
Speed Adjustments that let your party’s resident speedster shine (looking at you, monks and rogues), while your heavily armored paladin might need a little extra help.
Carrying Allies rules for when your buddy’s down but not out. Just don’t forget to check your Strength score—nobody wants to be the one dropping the unconscious wizard mid-chase..
Dive into the full rules here and let me know how your epic chases turn out!
Take Care!
Evan | MonkeyDM