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General Tabletop Discussion
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Fantastic Features to Spice up a Chase
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<blockquote data-quote="Unwise" data-source="post: 5886014" data-attributes="member: 98008"><p>I have run a great chase like this a while ago, it was really fun and a bit deadly. The idea was that two villains split up, both were particularly nasty elite monsters. There were six PCs, if three or more PCs were attacking a villain the villain would run and try and do things so that it lost 1 or 2 of the pursuers. If the villain was fighting one person they would try and kill them, if faced with two, they would use their very nasty recharge powers, then disengage and flee. Rinse and repeat.</p><p></p><p>The idea was to make a series of very hard challenges, if a PC failed, then the PC that did succeeded might find themselves fighting a powerful foe one on one for a while, until the other guys caught up.</p><p></p><p>I had 8 different maps available and cut the fights up into scenes. All of this was pre-prepared, so as not to make too much work on myself. The villains were very very good shifting and getting away from the PCs, but they could only use that ability now and then. So they fought for a couple of turns before getting the option to run away again.</p><p></p><p>Some of the scenes included:</p><p>- A fight on the back of speeding wagons</p><p>- A fight on the top of a castle wall. Since the PCs did badly on the proceeding challenge, they had to scale the wall while the bad guy stood at the top taking OAs on them, or let him go.</p><p>- They did well on one challenge, so in the outdoor scene they caught the bad guy in the middle of a stream, giving them longer to pound on him before he could get away.</p><p>- The rooftop of a crumbling cathedral during a thunderstorm.</p><p>- The middle of a gangland brawl which had nothing to do with either the PCs of the villain.</p><p></p><p>Some of the complications included:</p><p>- Getting the wagon to chase the guy, nature skills, athletics, diplomacy etc to get the wagoneers to help, intimidate to carjack the wagon etc.</p><p>- One of the bad guys stabbed (non-fatally) a random pregnant lady on the way past. The PCs had to delay to use healing skill to save her. This was great as it separated the party with the knight stopping to take care of her and the thief charging on ended up having to fight the guy for a few turns alone.</p><p>- A bad guy lit an old peoples home on fire as he ran past. A quick stop to rally the townsfolk was very successful and they hardly lose any time at all, thanks to the Skald.</p><p>- Streetwise/Stealth to avoid the gangs that the guy has just run through in the city.</p><p>- Nature/Perception to track the guy when they lost him outdoors</p><p>- Auto successes were available in some instances if they split up to search. This led to an interesting situation where only one PC finds the bad guy and has to try to delay him and not die while his friends arrive.</p><p></p><p>The whole thing turned a relatively easy fight into being really deadly indeed. The poor bard and thief who were good at skill challenges were always the first to close with the guy, but were often left standing alone against a very nasty fight for a few turns each. Only a critical success from the paladin led to him stopping the bad guy from doing a coup de grace on the thief before anyone could arrive to stop him.</p><p></p><p>I recommend giving it a go, chase scenes mixed with combat are very fun. I really like the challenge that facing an enemy alone brings and the sense of triumph that comes with beating him down 3v1 when you succeed in the skill challenges.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5886014, member: 98008"] I have run a great chase like this a while ago, it was really fun and a bit deadly. The idea was that two villains split up, both were particularly nasty elite monsters. There were six PCs, if three or more PCs were attacking a villain the villain would run and try and do things so that it lost 1 or 2 of the pursuers. If the villain was fighting one person they would try and kill them, if faced with two, they would use their very nasty recharge powers, then disengage and flee. Rinse and repeat. The idea was to make a series of very hard challenges, if a PC failed, then the PC that did succeeded might find themselves fighting a powerful foe one on one for a while, until the other guys caught up. I had 8 different maps available and cut the fights up into scenes. All of this was pre-prepared, so as not to make too much work on myself. The villains were very very good shifting and getting away from the PCs, but they could only use that ability now and then. So they fought for a couple of turns before getting the option to run away again. Some of the scenes included: - A fight on the back of speeding wagons - A fight on the top of a castle wall. Since the PCs did badly on the proceeding challenge, they had to scale the wall while the bad guy stood at the top taking OAs on them, or let him go. - They did well on one challenge, so in the outdoor scene they caught the bad guy in the middle of a stream, giving them longer to pound on him before he could get away. - The rooftop of a crumbling cathedral during a thunderstorm. - The middle of a gangland brawl which had nothing to do with either the PCs of the villain. Some of the complications included: - Getting the wagon to chase the guy, nature skills, athletics, diplomacy etc to get the wagoneers to help, intimidate to carjack the wagon etc. - One of the bad guys stabbed (non-fatally) a random pregnant lady on the way past. The PCs had to delay to use healing skill to save her. This was great as it separated the party with the knight stopping to take care of her and the thief charging on ended up having to fight the guy for a few turns alone. - A bad guy lit an old peoples home on fire as he ran past. A quick stop to rally the townsfolk was very successful and they hardly lose any time at all, thanks to the Skald. - Streetwise/Stealth to avoid the gangs that the guy has just run through in the city. - Nature/Perception to track the guy when they lost him outdoors - Auto successes were available in some instances if they split up to search. This led to an interesting situation where only one PC finds the bad guy and has to try to delay him and not die while his friends arrive. The whole thing turned a relatively easy fight into being really deadly indeed. The poor bard and thief who were good at skill challenges were always the first to close with the guy, but were often left standing alone against a very nasty fight for a few turns each. Only a critical success from the paladin led to him stopping the bad guy from doing a coup de grace on the thief before anyone could arrive to stop him. I recommend giving it a go, chase scenes mixed with combat are very fun. I really like the challenge that facing an enemy alone brings and the sense of triumph that comes with beating him down 3v1 when you succeed in the skill challenges. [/QUOTE]
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