Make running away possible but never a coin flip you can spam
If running away always works, fights have no weight; if it often fails, players feel trapped. A good escape chance depends on the situation, improves after each failure, and has a few cases where it simply cannot work. Here is a formula with a clear reset point.
Why this works
Running away should be a real choice with a price, neither a free exit nor a trap. A chance that rises with each failed try ends bad luck for sure, while the lost turn is the price that keeps players from spamming it.
When not to use it
Skip it when fleeing is meant to be impossible or to always work: story fights, or relaxed games where escape is just a menu button. Show it greyed out with a reason, or make it instant, rather than faking a chance.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 13 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make running away possible but never a coin flip you can spam" (read_entry flee-chance-that-grows-with-tries) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP