Table 46

Jewelsea RPG - Retreat

It's been a hot minute, but I've still been working on the Jewelsea RPG despite not posting about it much here. I've gone through a few iterations since the playtests back in May, and I'm currently working on an Oddlike base - the rules I tested drew a lot of inspiration from Into the Odd, and most of the parts I didn't think worked very well were my own inventions. Right now, I still envision the Jewelsea RPG as a significant expansion on the core of the system, but who knows where I'll end up.

Today I was thinking on retreat rules - one of the things I always want players to feel able to to is to attempt a retreat. Being able to get out of danger (if at a potential cost) encourages risk-taking, which is something I like to see as a GM. Cautious play is smart, but too much caution turns the game into a slog. Here's the early draft of the retreat rules:

Retreat

When, for whatever reason, an individual or the party decides to retreat from combat, each character must roll a single d20 and treat it as a save against each stat. Each failure has the following effects:

If everyone in the party fails a given save, the following effects also apply: