Hazards
Magic fields are dangerous ground, not walls. A creature knows a hazard is dangerous:
- by instinct — animals and fire;
- by experience — it got hurt inside;
- by watching — a sapient creature sees an ally hurt there.
It then steers round, steps out, or crosses if there is no other way. Effects it does not know about, it walks straight into.
Telegraphed attacks
Creatures step out of a telegraphed attack after their reaction time.
Cover and encirclement
Sapient or tactically trained fighters pinned by a target they cannot reach look for nearby cover behind a real structure or obstacle. They also step out of the middle when threats close in from opposite sides.
Connections
See also
- Creature behaviour Game system