Author Topic: Fleeing and rations  (Read 4373 times)


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Fleeing and rations
« on: November 01, 2019, 10:34:17 AM »
Hi guys

We have played a few sessions now and when the players are facing off against casualties I find that the same thing tends to happen. Exciting fight happens then followed by a long boring retreat/escape scene.

 They always engage in fights were they have an objective otherwise it would descend into hack and slash pretty quickly and you do simply not have ressources for this in Red Markets. So last time they were to defend a medic NPC while performed surgery on a soldier in the middle of the street and they 4 mobs converging on them. They did pretty well and after the soldier was stable they wanted to flee the incoming Mobs attracted by shooting and explosions. How do you play this?

I ruled that if they got further away than 10 Shambles they had left the fight and could get away safe. But that leads to a really drawn out sequence of players rolling Athletics and burning rations which was rather boring.

This has been the case in the last few battles. Any recommendations to make it more exciting?

I have been thinking about making it a Skill Challenge (if you do not know what it is check it out right now . It is a very cool mechanic for making awesome scenes in DnD and I find DnD games without them rather boring). Maybe just a S6F3 (I have 6 players and I want everyone to contribute) to escape and on a faiure they end up in dicey situation where they have to fight to get out.


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Re: Fleeing and rations
« Reply #1 on: November 06, 2019, 12:41:12 AM »
I cant say we ran into this particular problem to often, in my game we had 1 dedicated melee 1 dedicated gunner and 1 that could switch between the two as the situation needed. they would ether avoid fights altogether by scouting ahead and making the calls about engaging on their terms, or were willing to fight out a tough situation like an ambush or other meek trap.

only a handful of times were they were in a position to make a kind of flee maneuver. now all of my players were very 'move quick move quiet' style of player using silencers or melee wherever possible. but if a mob or two were called in they just counted that as another round or two of combat and a no other chance at loot.

there actually were times where they went out on a job and on a leg they would purposefully set of an alarm to draw in mobs from the area to hack them down and would then turn in reports to the enclave watch for rep.
"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone, I will turn my inner eye to see its path. Where fear has gone there will be nothing. Only I will remain."


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Re: Fleeing and rations
« Reply #2 on: July 14, 2020, 06:51:36 AM »
Once the challange was done (The field surgery was finished) I would have let them escape with a ration burn.
IF they would have been surrounded from all sides a succesful Awareness or Foresight check would have revealed an escape.