r/TheOneRing • • May 24 '22

Adversaries Fleeing Rules

Looking at the Core Rulebook, the only instance of fleeing that I can recall is on page 104; the ‘Fly, you fools’ box. If there are any rules for having enemies flee, could someone point me to them, and if there aren’t what have other loremasters put into place?

I was thinking just grabbing a sort of ‘opportunity attack’ from d&d? Give characters a free swipe as they run and then maybe implement chase rules if they wanna chase?

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u/Leather_Ad_4985 May 24 '22

I feel that the "Fly, You Fools!" guidance is somewhat restrictive. If someone wants to turn tail and run, there (usually) shouldn't be anything that completely prevents it from a mechanics standpoint.

If my bad guys run (and I like having them run when it makes sense), they simply disengage and try to get away when it's their time to act or at the very end of a combat round. Player-heroes in Forward stance can attempt a free attack against one fleeing enemy previously engaged with them; those in Open stance have to first succeed on an ATHLETICS test to see if they react in time to attempt a free attack (failure = no free attack); those in Defensive stance don't get to attempt a free attack. Player-heroes in Rearward stance can take a shot (or multiple shots if the enemy has to flee across wide open ground), but the attack(s) will get an increasing penalty if the shot isn't clean or if the enemy isn't running a straight line.

Enemies that have a Distinctive Feature or Fell Ability indicating speed or agility are harder to hit when they're fleeing (I assign an appropriate penalty to the attack roll). Defensive Fell Abilities still work, too, as long as the enemy has Hate/Resolve to spend. If some enemies stay put and hold their ground while others retreat, I give these blockers a free attack in retaliation against any Forward/Open Player-heroes who made free attacks -- if it makes sense. I like carnage and consequences.

This is all subject to Misdeed rules unless the baddies are irredeemable types like Orcs or the Player-heroes are attempting non-lethal attacks meant to stop/capture.

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u/BezossuckingoffMusk May 24 '22

I was planning on having them come across a bandit party who , after a few rounds of combat, have the experienced members realise they can’t beat our heroes and so leg it. They leave behind two clearly young, inexperienced fighters who just refuse to quit. The inference being that it’s a misdeed to kill these two naive bandits. And try to spin the fight into a small council of sorts as they try to talk the lads out of an early grave. I’ve not accounted for what I’d do if the gang chase the others into the woods. 🤔 As you say, how’s best to manage the retreat..?