Saturday, March 17, 2012

Fleeing - Part 2

From D&D Holmes Basic Set(1977):

HOSTILE/FRIENDLY REACTION TABLE

If the party decides to flee they may be able to delay pursuit by discarding some of their possessions. Unintelligent monsters will stop to pick up food half the time (roll 1 – 3 on a 6-sided die) and intelligent monsters will stop for treasure half the time (roll 1 – 3). Burning oil will deter monsters (referee’s discretion).


Awesome! An actual example of written rules about "what happens when a party attempts to flee" is quite rare in RPG systems, I must admit, leaving a lot of us scrambling to patch the hole up with movement speeds and/or skill systems.

I probably wouldn't run this strictly as-is, because it's so random(50% chance after all!) but I was still very glad to see it in print. You can tell players a million times that they can "do anything," but having something like this written in a book makes it more real, and also gives people some ideas about how the game is expected to be played!

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