D&D General - Run Away!

I tend to agree with @UngainlyTitan in that the rules do not actively support running away. The way initiative works has hobbled groups I played in/DMd. Once the players realize they should run away it is already a bad situation.

The fighter tends to block the exit so the other can run, but then he is stuck, so the rogue hangs back to help, causing the monster to have its turn, then the fighter can go, but does not want to leave the rogue. The mage comes back to not leave everyone and the fighter cannot flee still since the rest of the party is still there. Then the monster can go again....

Likely be better in a system where the whole party had a turn, then the monsters over individual.

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