I would like to incorporate more chases in my game. I like the idea of adrenaline fueled romps through thick forest, over fallen logs, across shallow streams and long fields as well as frantic, jerky, desperate flights through the urine-splashed streets of the Maul, over roof tops, through windows, over fences, bashing through crowds, etc.
I've already run two big chases in my campaign--one an endurace-test, prove-you're-a-man type of natural obstacle course for my warrior Cimmerians while the other was a desperate chase to catch the bad guys set among the limbs of these huge trees called Thicket Trees. In both cases, I just made up a quick chase system (each race used a different system) using the mechanics provided in the game (attribute checks, mainly, and checks to avoid obstacles). What I did served the purpose for the scenario, but I wasn't 100% happy with either set of mechanics I developed for those game sessions. I want something that easy to pull out at a moments notice and incorporate in a game.
I've looked at Hot Pursuit (and Hot Pursuit on Foot), Pathfinder's Gamemastery Chase mechanics, and the Chase system in d20 Spycraft. I could very well end up using one of those systems, but at the moment, all three seem a bit overly complicated with a bit of a learning curve required.
I've been thinking that the game really does (or should) give us all we need to run chases--I've just got to come up with a standard set of easy-to-use rules.
Well, in thinking about it, here's what I've come up with. I'll spell it out for you, and you tell me what you think. Maybe you can help me come up with a better system.
NOTE: I play a d20 clone in the form of the CONAN RPG, which is a lot like 3.5 D&D but with enough mechanical changes to give the CONAN game its own, distinct flavor apart from the parent game. I am developing these rules for that RPG, but, it being a d20 game, I think these rules would be useable with little or no changes for any d20 based game that you happen to be playing.
These aren't completed, play-tested rules. This is me brainstorming, deciding on whether I should polish what I've got here or incorporate one of the Chase rule systems mentioned above.
I've already run two big chases in my campaign--one an endurace-test, prove-you're-a-man type of natural obstacle course for my warrior Cimmerians while the other was a desperate chase to catch the bad guys set among the limbs of these huge trees called Thicket Trees. In both cases, I just made up a quick chase system (each race used a different system) using the mechanics provided in the game (attribute checks, mainly, and checks to avoid obstacles). What I did served the purpose for the scenario, but I wasn't 100% happy with either set of mechanics I developed for those game sessions. I want something that easy to pull out at a moments notice and incorporate in a game.
I've looked at Hot Pursuit (and Hot Pursuit on Foot), Pathfinder's Gamemastery Chase mechanics, and the Chase system in d20 Spycraft. I could very well end up using one of those systems, but at the moment, all three seem a bit overly complicated with a bit of a learning curve required.
I've been thinking that the game really does (or should) give us all we need to run chases--I've just got to come up with a standard set of easy-to-use rules.
Well, in thinking about it, here's what I've come up with. I'll spell it out for you, and you tell me what you think. Maybe you can help me come up with a better system.
NOTE: I play a d20 clone in the form of the CONAN RPG, which is a lot like 3.5 D&D but with enough mechanical changes to give the CONAN game its own, distinct flavor apart from the parent game. I am developing these rules for that RPG, but, it being a d20 game, I think these rules would be useable with little or no changes for any d20 based game that you happen to be playing.
These aren't completed, play-tested rules. This is me brainstorming, deciding on whether I should polish what I've got here or incorporate one of the Chase rule systems mentioned above.