Rules Sketch: Flight and Retreat

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

I realised writing about procedures that I hadn’t completed the combat procedure, because there was no way to disengage. This is simple, I think.

If you may always retreat from combat by performing a group disengagement check against a target of twenty minus the highest encumbrance in the party. You can always jettison your inventory in order to lower your encumbrance.

You have advantage on the disengagement check if you you can retreat at the beginning of initiative order. You have disadvantage if you are fleeing because you failed a morale check.

On a success, you retreat and have lost them at no cost. On a partial success, you must spend 1d6 HP in order to retreat and lose them. On a failure, you must spend 2d6 HP and you have left sign as your retreat. They are able to track you if they have the inclination.

The encumbrance target is a nod to the movement speed modifiers in the encumbrance section, which I like because I haven’t been able to find an opportunity to incorporate that easily yet. I think this is simple, opportunistic, and cool. But I hate the twenty minus. Is it better to have different targets for this one roll? Or to redefine encumbrance or create an additional term which means “spare inventory space?’.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on disengagement, if there is a simpler solution to the encumbrance issue I didn’t consider, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

30th April 2022



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