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Additions to the Flee Rules
#33
Enough with the talking about whether the situation was metagame or not. That's not the point of the thread so kindly keep things on topic.

This whole situation has brought out a lot of toxic behavior and frankly if people can't discuss things without being inflammatory about it, it's time for me to start busting out forum warnings.


As for the topic at hand, I'm very reluctant to change the 2 party rule, once again due to concerns over people who just happen to show up the moment shit hits the fan and I can't trust that those people are here for the right reasons but it's also difficult to prove that those people are here because of metagame which is why I can't exactly go around slapping people just because I suspect they're not supposed to be here and solve things that way.

I can't say I agree with the making them have to tough it out through the first fight either, even if it is a heavily guarded spot like Cellsvich, victory shouldn't be the only path to surviving.

I do agree with to a degree here that fleeing shouldn't mean they get to automatically save the downed members... But having it so there's no check for that instance doesn't feel right. I'm discussing with the other GMs how we can do this without it being a no-save situation.

(The current consideration is making it a choice for the fleeing party. Either they abandon them and the rest get away without issue or they try to rescue them and have to make a flee roll, success would mean they rescue them and all manage to escape, failure would mean the party they fled from manages to catch up and both sides will have to re-engage the fight excluding downed members on both sides.)
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