Escape Combat - is it a viable option for heroes?
Posted: Tue Sep 20, 2016 11:12 pm
Dear fellow members of this forum,
I am not yet playing TOR but studying the rules and will be playing soon. My following question relates to the section "Escape Combat" on page 180 of the revised rulebook.
Do you think "Escape Combat" is a viable option for a group?
Did you ever experience a group of heroes that successfully disengaged combat together?
From a mathematical standpoint I see no reason for this option, it will usually get your group killed. It seems to be plain better to fight on in any circumstances.
I understand this can be an option for a single character with a good athletics ranking, but even then it is questionable (usually you are already in a bad condition if you decide to flee, probably weary).
But a group that decides as a whole: woohoo, these opponents are too strong for us, can only surrender or fight on.
How do I come to this conclusion?
Scenario: The group consists of four heroes and let us be very optimistic, all have two ranks in athletics. The opponents should be reasonably strong (or there would be no incitement for escaping combat in the first place), for example four orc guards (it only gets worse when there are more opponents) with an ability rating of 4.
One hero escapes automatically (assuming rearward stance). Now the other three give up their attack for the chance to flee. How high is the chance of all three succeding? I don't know exactly, but it is very, very low for sure (remember one of the heroes could have to fight two opponents and then needed a great success).
So let's assume one hero succeeds, while the other two do not. Now, as all three are brothers in arms, the one who made it, does not flee, because he would then make the situation even worse for his comrades. Question: The comrades failed at escaping so they may not attack in the following round, but are they allowed to try to escape combat again? Must the successful hero escape again or can he delay his success?
I think there should be an option more viable, e.g. one hero being a sort of "captain" (compare the roles for travelling) to use his battle skill for a coordinated withdrawal at the beginning of the round. His companions then declare if they follow him (lose all other options for this round) or press on. Or something similar, of course it should be hard to achieve, but not nigh impossible. (Alternative: Don't lose action in the next round)
I hope I don't come across as rude, this being my first post and all. I like the game and its mechanics very much (alas only in theory as of now), I just wondered about "escape combat" and maybe some other minor things.
I am curious to read your answers and your views/opinions on the matter. Thanks in Advance.
I am not yet playing TOR but studying the rules and will be playing soon. My following question relates to the section "Escape Combat" on page 180 of the revised rulebook.
Do you think "Escape Combat" is a viable option for a group?
Did you ever experience a group of heroes that successfully disengaged combat together?
From a mathematical standpoint I see no reason for this option, it will usually get your group killed. It seems to be plain better to fight on in any circumstances.
I understand this can be an option for a single character with a good athletics ranking, but even then it is questionable (usually you are already in a bad condition if you decide to flee, probably weary).
But a group that decides as a whole: woohoo, these opponents are too strong for us, can only surrender or fight on.
How do I come to this conclusion?
Scenario: The group consists of four heroes and let us be very optimistic, all have two ranks in athletics. The opponents should be reasonably strong (or there would be no incitement for escaping combat in the first place), for example four orc guards (it only gets worse when there are more opponents) with an ability rating of 4.
One hero escapes automatically (assuming rearward stance). Now the other three give up their attack for the chance to flee. How high is the chance of all three succeding? I don't know exactly, but it is very, very low for sure (remember one of the heroes could have to fight two opponents and then needed a great success).
So let's assume one hero succeeds, while the other two do not. Now, as all three are brothers in arms, the one who made it, does not flee, because he would then make the situation even worse for his comrades. Question: The comrades failed at escaping so they may not attack in the following round, but are they allowed to try to escape combat again? Must the successful hero escape again or can he delay his success?
I think there should be an option more viable, e.g. one hero being a sort of "captain" (compare the roles for travelling) to use his battle skill for a coordinated withdrawal at the beginning of the round. His companions then declare if they follow him (lose all other options for this round) or press on. Or something similar, of course it should be hard to achieve, but not nigh impossible. (Alternative: Don't lose action in the next round)
I hope I don't come across as rude, this being my first post and all. I like the game and its mechanics very much (alas only in theory as of now), I just wondered about "escape combat" and maybe some other minor things.
I am curious to read your answers and your views/opinions on the matter. Thanks in Advance.