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5/30 Q&A: Charm, Chases, and Combat Free
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<blockquote data-quote="Quickleaf" data-source="post: 6140972" data-attributes="member: 20323"><p>[MENTION=23484]Kobold Stew[/MENTION] </p><p>Yes, that's it exactly. In the past I've handled these thus:</p><p></p><p>Terrain & Choices: Each time terrain is generated, it involves a built-in choice for the PCs (e.g. "do I risk leaping across this gap in the rooftops, do I safely descend to the street and try to continue the chase from there, or do I use a spell or other limited resource to cross the gap effortlessly?"). </p><p></p><p>Line of Sight: Because of the tendency for players to try to end a chase with spells like sleep, or archers with trick shots, I tended to handle this in two ways. Either the PCs had line of sit but the range was extreme, or they didn't have line of sight during most of the chase and had to make skill checks to gain it momentarily.</p><p></p><p>Speed: I used a rough system of opposed speed checks to determine the change in distance between the two sides. Alone it would be rather dull, but when combined with interesting terrain and features unique to that chase, plus player ingenuity, it worked decently well. Probably could have been better though.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6140972, member: 20323"] [MENTION=23484]Kobold Stew[/MENTION] Yes, that's it exactly. In the past I've handled these thus: Terrain & Choices: Each time terrain is generated, it involves a built-in choice for the PCs (e.g. "do I risk leaping across this gap in the rooftops, do I safely descend to the street and try to continue the chase from there, or do I use a spell or other limited resource to cross the gap effortlessly?"). Line of Sight: Because of the tendency for players to try to end a chase with spells like sleep, or archers with trick shots, I tended to handle this in two ways. Either the PCs had line of sit but the range was extreme, or they didn't have line of sight during most of the chase and had to make skill checks to gain it momentarily. Speed: I used a rough system of opposed speed checks to determine the change in distance between the two sides. Alone it would be rather dull, but when combined with interesting terrain and features unique to that chase, plus player ingenuity, it worked decently well. Probably could have been better though. [/QUOTE]
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5/30 Q&A: Charm, Chases, and Combat Free
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