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General Tabletop Discussion
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5/30 Q&A: Charm, Chases, and Combat Free
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<blockquote data-quote="Dausuul" data-source="post: 6141001" data-attributes="member: 58197"><p>I can think of the following categories of chase scene (not mutually exclusive):</p><p></p><ul> <li data-xf-list-type="ul"><strong>Tactical pursuit.</strong> This happens during or immediately before combat. One combatant is seeking an advantageous position, while another is trying to stop the first from gaining that position. For example, a spellcaster might want to get clear of melee, while the enemy fighter wants to keep in the caster's face.</li> <li data-xf-list-type="ul"><strong>Retreat from battle.</strong> When one side of a combat is losing badly, it's natural for that side to want to bail out and avoid further losses. The winning side seldom wants any of the losers to escape, so they give chase.</li> <li data-xf-list-type="ul"><strong>Evade battle.</strong> This happens when someone needs to achieve an objective without risking battle against a dangerous foe. PCs trying to cross a crocodile-infested river seldom want to fight the crocodiles, they just want to get to the other bank with all their limbs still on.</li> <li data-xf-list-type="ul"><strong>Cat and mouse.</strong> The inverse of "evade battle," this happens when someone is trying to achieve an objective by <em>forcing</em> battle against a weaker foe. For instance, the PCs are being pursued by a pack of dire wolves intent on achieving dinner.</li> <li data-xf-list-type="ul"><strong>Tracking.</strong> The pursuer is not trying to force battle, but wants to know where the pursued is going.</li> <li data-xf-list-type="ul"><strong>Bait.</strong> The pursued is trying to lure the pursuer out of position. Usually the goal is to either a) spring an ambush or b) allow allies to take advantage of the pursuer's absence.</li> </ul><p>With the exception of "track to ground" and sometimes "bait," each of these scenarios involves combat or the threat of combat, and most of the suggestions for making a chase scene interesting (terrain, ambushes, concealment, et cetera) are the same things that make a fight scene interesting. For both of these reasons, I think chase rules should be built into combat. If the combat rules don't handle chases well, then fix the combat rules, don't create a whole alternative mechanic.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6141001, member: 58197"] I can think of the following categories of chase scene (not mutually exclusive): [LIST] [*][B]Tactical pursuit.[/B] This happens during or immediately before combat. One combatant is seeking an advantageous position, while another is trying to stop the first from gaining that position. For example, a spellcaster might want to get clear of melee, while the enemy fighter wants to keep in the caster's face. [*][B]Retreat from battle.[/B] When one side of a combat is losing badly, it's natural for that side to want to bail out and avoid further losses. The winning side seldom wants any of the losers to escape, so they give chase. [*][B]Evade battle.[/B] This happens when someone needs to achieve an objective without risking battle against a dangerous foe. PCs trying to cross a crocodile-infested river seldom want to fight the crocodiles, they just want to get to the other bank with all their limbs still on. [*][B]Cat and mouse.[/B] The inverse of "evade battle," this happens when someone is trying to achieve an objective by [I]forcing[/I] battle against a weaker foe. For instance, the PCs are being pursued by a pack of dire wolves intent on achieving dinner. [*][B]Tracking.[/B] The pursuer is not trying to force battle, but wants to know where the pursued is going. [*][B]Bait.[/B] The pursued is trying to lure the pursuer out of position. Usually the goal is to either a) spring an ambush or b) allow allies to take advantage of the pursuer's absence. [/LIST] With the exception of "track to ground" and sometimes "bait," each of these scenarios involves combat or the threat of combat, and most of the suggestions for making a chase scene interesting (terrain, ambushes, concealment, et cetera) are the same things that make a fight scene interesting. For both of these reasons, I think chase rules should be built into combat. If the combat rules don't handle chases well, then fix the combat rules, don't create a whole alternative mechanic. [/QUOTE]
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5/30 Q&A: Charm, Chases, and Combat Free
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