> G'day all,
>
> Whenever my poor NPC's try to run away from the PCs when they are
losing a fight the PCs get to go first in the round (they are winning
as they have a higher AP total) and just murder the poor b*****ds
before they can get away.
>
>
> Any suggestions ?
Don't wait until it's your turn to act to decide to flee...
GM: "You have more AP's so you go first - what are you doing?"
Players: "Hack! - Maim! - Mutilate! - Stab! urmm 7ap Bid"
GM: "OK the NPC's respond by running away..."
<roll dice>
GM: "Now it's my turn - The NPC's keep running...."
This brings a couple of issues though...
- If the NPC's lose the initial contest, have they successfully
disengaged? (If the PC's get a major victory in their attacks then
they are probably still within CC range - what if it's a marginal
victory?)
- If the PC's give chase, when (if ever) can they try a CC action to
hit/grab/rugby tackle the NPC's rather than just running after them -
I'd guess any time they win the preceeding contest - regardless of
who was bidding at the time (so if the PC's choose to pursue with
their Orlanthi "Movement" affinity and win they could choose to
subsequently resist the "Run away" with "Close Combat" - or vice
versa)
- If your enemy chooses to flee, why not just take an unrelated
action to augment Close Combat with your movement skill/feat/affinity
and then choose "Pursue and continue to hack" as your action? (OK
you might need to augment movement with CC, but you could argue to
maintain any CC edges you have up and running...)