I like to run chases in my games, and I've been searching for a good set of Chase Rules. I looked at the Pathfinder card system, and I wasn't completely sold on it. I bought Hot Pursuit On Foot, and I think it a good, interesting system, but also overly complicated. I even came up with a pretty easy system of my own, but now, I've thought of something so easy, I think it more suitable for an impromptu race in a d20 game.
Here are my Easy-Cheesy Chase Rules
(...and, it ain't easy being cheesy.)
1. When you have a chase break out, and the characters or beasts have different Speed ratings, you don't need any rules. Just run movement normally.
2. When you need these Easy-Cheesy Rules is when racers have the same Speed rating (because it is unbelieveable that one will not be even a little bit ahead of the other).
3. When using the Easy-Cheesy rules, simply roll an opposed CON check between the chase particpants (with the same Speed rating). If the difference of the result is 5 or less, then both characters move at their Speed ratings. If one of the characters throws at least 5 points higher than the other, then that character moves at full speed while the other moves 5' less than the race leader.
In this way, the race is excting, with the participants changing places. It takes several rounds and several CON check wins to have one character pull ahead of the other (which makes sense since all have the same Speed rating).
4. If more than two characters are racing each other, always compare the runner's CON throw to that of the race leader--not each other--determine position in the race.
5. Use DEX instead of CON if the terrain calls for agility.
6. The GM should throw in obstacles that test skills like Jump, Swim, Climb, Balance, as appropriate, during the chase.
Here are my Easy-Cheesy Chase Rules
(...and, it ain't easy being cheesy.)
1. When you have a chase break out, and the characters or beasts have different Speed ratings, you don't need any rules. Just run movement normally.
2. When you need these Easy-Cheesy Rules is when racers have the same Speed rating (because it is unbelieveable that one will not be even a little bit ahead of the other).
3. When using the Easy-Cheesy rules, simply roll an opposed CON check between the chase particpants (with the same Speed rating). If the difference of the result is 5 or less, then both characters move at their Speed ratings. If one of the characters throws at least 5 points higher than the other, then that character moves at full speed while the other moves 5' less than the race leader.
In this way, the race is excting, with the participants changing places. It takes several rounds and several CON check wins to have one character pull ahead of the other (which makes sense since all have the same Speed rating).
4. If more than two characters are racing each other, always compare the runner's CON throw to that of the race leader--not each other--determine position in the race.
5. Use DEX instead of CON if the terrain calls for agility.
6. The GM should throw in obstacles that test skills like Jump, Swim, Climb, Balance, as appropriate, during the chase.