![]() If you die in the process of retreating, I agree, tough cookies. The risk should be dying in battle (characters forfeitting turns, missing, crits, etc.), not after. When you push your heroes to the edge you pay a price. ![]() Loss conditions don't mean you get away clean. This is sometimes the best bad option, do you try to push forward with two heroes left (or with afflicted heroes, one that's already reached 200 stress?) or do you save your trinkets and one hero knowing you already screwed up. You will lose a hero - it's like retreating in the Darkest Dungeon. It's simply that waiting until things are horrible and you're deep into the afficition/stress/death's door spiral is very risky and has negative consequences. Retreating after having heroes at 170 stress is an option as well, assuming you are trying not to lose them all. Originally posted by Doctective: I still haven't heard a good argument on why retreating shouldn't be an option. There may be some edge cases (if you're otherwise in good shape or and/or close to the end, it might be worth trying to push on for a bit with a three-man party), but usually if you stick to these guidelines, you'll never be in a situation where you need to worry about heart attack chains or party wipes more generally. ![]() You're outside of battle and a character needs to survive one or more death's door checks from a lingering DoT you can't treat. ![]() Multiple characters are at death's door or single-digit HP and you can't get them back into shape Three characters hit 100 stress and become afflicted (two and a virtue is tolerable for a short while, but if you have a long way to go, it's still probably best to get out). ![]() My rules of thumb are that you should abandon a quest (retreating from battle if necessary) if any of the following happen: If your stress is getting up in the 180s, you're waiting way too late to retreat and abandon your quest. ![]()
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