05-15-2020, 05:38 AM
I'm not sure how fleeing works, as I'm still new, and I think just defaulting to ganks to solve an issue is a bit anticlimactic. What about having multiple flee rolls to have like a chase scene? This is taken influence from a few tabletop games I've read/played. This game feels like it focuses more on the narrative than the mechanic, so I believe a narrative answer would suit things.
If you're in enemy territory and need to flee, rather than just rolling once and getting the highest number to see if you can escape, you instead roll 3 times. The person fleeing will need to roll the highest three times to flee successfully from enemy territory. Whereas the pursuers will just need to roll higher once to catch the individual. If the pursuer loses the encounter, and there are others chasing, the person on the run will have to try to beat all of the numbers 3 times again. Each roll is a round for the chase.
So for example:
I think this way will not only give a clear advantage to the home turf, but makes it more interesting and freeform for both sides. Once again, I'd like to repeat that I'm not too familiar with how fleeing and pursuing works as I'm still new. For all I know, this may be how it's done, or something similar, hell, this may even make the problem worse. I'm not sure, I'm only throwing pasta at the wall and seeing if it sticks. (Think that's the saying) I've only seen them used a few times which resulted in an automatic fight or the person fleeing. Also, chases are epic.
PS: If you recognize the names, you're cool in my book.
If you're in enemy territory and need to flee, rather than just rolling once and getting the highest number to see if you can escape, you instead roll 3 times. The person fleeing will need to roll the highest three times to flee successfully from enemy territory. Whereas the pursuers will just need to roll higher once to catch the individual. If the pursuer loses the encounter, and there are others chasing, the person on the run will have to try to beat all of the numbers 3 times again. Each roll is a round for the chase.
So for example:
Quote:Mike is in the middle of enemy territory as a spy. He is revealed to be a spy and is now on the run. Lu and Og are at the scene and they go for the chase. Mike rolls the highest, then Lu, and last is Og. Mike is able to roleplay being ahead with whatever fluff they want to add. They are still being chased.
Round 2 happens, and this time Lu rolls the highest, Og rolls last and Mike is in the middle. Lu catches up and fights Mike. Mike wins and now is able to keep running.
Round 3 takes place. Og can't catch Mike with his rolls, but Mike isn't free. He needs to roll higher 2 more times. Mike makes it to Round 5 where Og finally rolls higher. Og beats Mike, and Mike is then captured.
I think this way will not only give a clear advantage to the home turf, but makes it more interesting and freeform for both sides. Once again, I'd like to repeat that I'm not too familiar with how fleeing and pursuing works as I'm still new. For all I know, this may be how it's done, or something similar, hell, this may even make the problem worse. I'm not sure, I'm only throwing pasta at the wall and seeing if it sticks. (Think that's the saying) I've only seen them used a few times which resulted in an automatic fight or the person fleeing. Also, chases are epic.
PS: If you recognize the names, you're cool in my book.

