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Tuesday 19 November 2013

D&D: The Benefits of Running Away

Hey everyone. I'd like to talk about one of my favorite games today. Dungeons and Dragons, and specifically why you should always consider fleeing as a very viable tactic.

I've been playing D&D 3.5 for quite a few years now, and a bit of Pathfinder as well, but in this time, our group has never ran away from many fights. Only when it was very clear to us that we were out matched have we ever ran away, and often only after we've lost a party member or two. Most likely this is because at least a couple characters are either overly prideful, or don't want to give up any potential loot, or sometimes both.

Recently this has changed. In one of our current campaigns, we have a very practical and guerrilla-type party made up of a Druid, Ranger, Scout, Monk and Barbarian. So far, loot has been of secondary concern for us, and the one prideful character in the party (a now deceased Human Hexblade) was killed in a battle with an Atach. This party, being very goal oriented (that goal right now being largely bringing down a corrupt organization) tends to not get drawn into fights that could easily be avoided and as a consequence, we've ended up fleeing from engagements that we may have even emerged victorious from.

This has meant that we have missed some loot, but luckily our DM has rewarded us for playing in character, and playing a smart game by giving us some good stuff on the occasions where we do end up fighting something. He has also been giving us experience for bypassing encounters, as if we had completed them, as we have technically dealt with them and come through successfully, even if it was by sneaking past, running away, or setting up a fortified area and using our generally superior range to pepper the enemy with arrows until they get close enough for the Barbarian, Monk and Wildshaped Druid to pounce

Running away has also allowed us to consume far fewer resources than standing and fighting would have. Talrin, our Elf Druid almost always still has spells left at the end of the day, The Kindler, my Human Ranger has been able conserve arrows fairly well, despite shooting 3 a turn when in combat, and Wayne Rockpile, our Dwarf Barbarian, has only come close to death once, despite being our only real tank and having a  measly 16 AC when raging. Because we tend to only fight when at an advantage, we have been able to expend less resources then a conventional kick down the door party.

So next time your party is walking along and come upon a group of Orcs, consider weather or not you really need to be fighting them before you rush in. After all, one might have class levels and it may end up being a tougher fight then you anticipated. Who knows, the life you save may be your own.

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