Good pursuit rules?

harpy

First Post
So I'm going to be running a sandbox game soon and part of the nature of that game is that the players will end up coming up against things which are far more powerful than they are, so running away will be getting used a lot more than I've seen traditionally in games.

What I'd like to find would be some kind of pursuit system that has a little more tactical meat on it than what exists in the 3.0+ systems out there.

The only thing I've found so far has been out of the 3.5 DMG where, if the two parties are of equal speed, make an opposed dex or con check to see who wins out.

It's simple and fast, but I'd just want a bit more flavor than that.

With Pathfinder (which is the system we'll be using) you have the feats Fleet and Run that players can use to beef up their ability to run away, which is fine, but it still makes it an either/or situation in terms of getting away.

In nature when predator and prey chase each other it isn't a strait race, prey tend to run in circles, as it makes it harder for the predator to out run the prey and latch on. Unfortunately how the systems work with running it is supposed to be in a strait line, which removes a lot of tactical considerations and makes it really difficult to use terrain to hide from a pursuer.

So I guess I'm just wondering if anyone has devised a sub-system for running away that allows the characters the chance to out think or out maneuver the chasing monsters and not simply make it an issue of who has a faster move speed.

If the answer is "make it a skill challenge" then what I'm really asking is a pre-made template of a skill challenge. Basically if the situation arises I want to press the "pursuit" button and shift into a prearranged sub-game to resolve it so that it can be used over and over again and let the players build strategies with this sub-game.
 

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If you don't mind a 4e-ish approach, I'm using something that might work. It's laid out in post #668 and (on the previous page) #649 of this thread. The simple version:

1. Each round, let PCs pick an appropriate skill - it might be streetwise for running in a city, or stealth for trying to get out of sight, or endurance for out-distancing the foe, whatever. Each PC makes a skill check.
--> Record a running tally for each person.
--> If a PC wants to make a standard action instead of purely fleeing, halve the number.
--> One PC can help another at a 2:1 conversion -- so I'd sacrifice 6 points off my skill roll to add 3 to yours.

2. Pick an arbitrary number at which the group escapes or is caught. I often use 200 for a medium length chase, about 4-5 rounds at 6th level.

3. At the start of the chase, give the group that's ahead a one-time bonus depending on how big a head start they get. One round might be 25-50.

4. Each round every PC, as well as the bad guys, roll.

5. If the escaping group hits the target number first, they lose their pursuers. If the chasers pass the group's number, they've caught up into melee range.

If you want the group as a whole to succeed or fail, average out all their rolls each round (or just roll once and average out their bonuses). If you do this, tweak the 2:1 aid another conversion.
 

Some of the Pathfinder AP modules have simple pursuit rules (I think the 2nd or 3rd from Curse of the Crimson Throne had it). For something more fleshed out that reads well and gets good reviews, try Hot Pursuit and
Hot Pursuit: On Foot (you need the 1st for the 2nd) from Adamant Entertainment. Since you're running Pathfinder, Adamant "pathfinderized" the Hot Pursuit chase rules in the Tome of Secrets, which gives you a lot of other stuff.
 

I highly recommend Hot Pursuit from Adamant Entertainment (the Pathfinder version being in Tome of Secrets from the same publisher) as well. I'd even go so far as to call them the definitive d20 chase rules.
 



Yup, I agree - thumbs up for Hot Pursuit. My fast-n-dirty system is nowhere near as tactical or interesting, although it is faster.
 


Yup, I agree - thumbs up for Hot Pursuit. My fast-n-dirty system is nowhere near as tactical or interesting, although it is faster.

But is it dirtier?

:)

I've used something similar to what Piratecat's described in a couple of adventures. I'm planning on using it again soon, plus throwing in a few random hazards/events. WEG's Torg had chase rules as well that used skill checks to simulate relative positioning, distance, et cetera during a pursuit. I'll have to rummage through my library to see if I can find that book.
 


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