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RE: FLeeing Rules
#10
arguably since combat takes so long compared to world travel I'd make a rule that anyone arriving to the scene of combat after combat starts shouldn't count towards the flee check.

Also in cells its reasonable a group could get to the mages guild and teleport out before a guard to could attempt to block the guild. This should be an opposed check between one blocker and the runners where they then have to re attempt to flee the area since the guild has been blocked to them.

the thing is fleeing needs to have a chance of success and due to the prevalence of the 'hero' gangbangs it should be weighted in the flee side not the capture side.
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