Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Can We Come Up With Better (but still simple) Movement Rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pming" data-source="post: 8156865" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>Didn't read the whole thread. So...yeah...</p><p>My idea?</p><p></p><p>Simply put, define the "Win State" of the chase; in other words "If he gets to the dock...he looses you and 'wins'", or "If you get to the stairs up to the next dungeon level...you win". As long as everyone at the table agrees that that is the "end result" of the Chase, and everyone abides by it...period...then this would work.</p><p></p><p>Now, how? Easy, really. Come up with a few 'broad chase things' that <em>can </em>take place during a chase. Have them be basic DC (Personally, I like 10)...which can be modified up or down as the DM sees fit. The DM should also have a "Random" section where there's some chance that something happens that allows for an opportunity for either or both Runner and Chaser to either help or hinder themselves. Anyway, when the "runner" and the "chaser" decide to try a 'broad chase thing', they make an appropriate check. If the Runner initiated it, he either gains distance...or looses it. If the Chaser initiated it, same thing....he gains or looses distance. This distance can be constant, or a fraction of their base move, whatever the DM has on his "Broad Chase Things" table. The DM may roll on the "Random" section if both Runner and Chaser do 'nothing' (re: just run).</p><p></p><p><strong>Example:</strong></p><p>PC (30' move; 60' dash) is chasing NPC (30' move; 60' dash) from a tavern. The Win State is if the NPC gets to "The Nest"...a twisty slum of confusing streets and ramshackle buildings.</p><p>..</p><p><strong>Round 1</strong>. GO! The distance started is 20' away from each other. The NPC immediately chooses the old "toss big item in path" from the Broad Chase Thing table. The NPC leaps up from his table, and head for the door...pushing a poor bar maid carrying drinks, behind him. The NPC makes a DC 12 (10, but the DM adds +2 because she doesn't want to fall and is obviously in 'opposition' to doing so) Strength Check. The NPC succeeds with a 16. The bar maid is grabbed and flung backwards towards the PC...she drops her tray of drinks and falls on her plump buttocks! The NPC gains "1/3 bonus". The PC is chasing and doesn't risk anything (like trying to jump over the bar maid, or throw a chair at him...to much of a chance to hurt someone else). The NPC moves 80' (60', + 1/3, or 20'; so 80'). The PC moves 60'. They are both outside on the street. The NPC is 40' away from the PC.</p><p>..</p><p><strong>Round 2</strong>. They head off down the street. It's a typical day, with average 'traffic'. The PC decides to throw his buckler at the NPC's feet to trip him up. The PC makes an Attack Roll against DC 10; not too hard a target, but there are other people that might get in the way. The PC succeeds! The buckler smacks the NPC in behind the knee on one leg, causing him to stumble. The PC gains 1/3...so he moves up 80' feet. They are back to the default 20' away now.</p><p>..</p><p><strong>Round 3</strong>. The NPC tries to duck into an ally, the PC follows. No change. Both move their 60'.</p><p>..</p><p><strong>Round 4</strong>. The DM rolls a check to see if something Random happens along the way (a 1 in 12 chance; as per his Broad Chase Things page of goodies). A roll of 8 indicates nothing special occurs to help or hinder either.</p><p>..</p><p><strong>Round 5</strong>. The NPC decides to take to the rooftops and starts to 'scamper up a building'. He makes a Dexterity Athletics against DC 12 (again, the DM figures the buildings have enough beams, handholds, and whatnot...but they aren't designed to be climbed). The NPC fails with a 3! The PC is now RIGHT behind him. The PC decides to try and use a barrel nearby as a springboard to try and leap up to grab the NPC as he's climbing. The DC is going to be a DC 12 Dexterity Athletics as well...and the PC gets a 14. Success! With a leap worthy of an action hero, the PC springs off the barrel, then uses the side wall to jump even higher and tackles the NPC off the wall! ... ... Chase Ended.</p><p></p><p><strong>The Key Points.</strong> Allowing for the Player and DM to "make things up on the spot" in order to try and 'win' the chase. It avoids specific "min/maxing" or "rules lawyering" or "RAW says so!" absolutes. Absolutes, imnsho, are never a good thing for something as chaotic as a chase scene. So the 'rules' need to be fluid and SUPER interpretive/narrative. The results need to be quick and easy to mechanically adjudicate. It's a CHASE! Pacing/timing is <em>super</em> important! Detailed movement rules would slow this down and not feel anything close to a 'nail-biting chase scene'. Broad 'checks' with simple, 'broad' results...and expected results at that (re: "+/- 1/3rd movement is gained...if successful...or lost...if unsuccessful"). </p><p></p><p>It's the general "style" I use for all my chase scenes for virtually ANY RPG that I play (unless it has cool 'chase' rules or movement rules; example, I generally use the Vehicle Movement Rules with slight modifications when doing a vehicle chase scene when playing Star Frontiers...but not when I'm playing Shadowrun).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8156865, member: 45197"] Hiya! Didn't read the whole thread. So...yeah... My idea? Simply put, define the "Win State" of the chase; in other words "If he gets to the dock...he looses you and 'wins'", or "If you get to the stairs up to the next dungeon level...you win". As long as everyone at the table agrees that that is the "end result" of the Chase, and everyone abides by it...period...then this would work. Now, how? Easy, really. Come up with a few 'broad chase things' that [I]can [/I]take place during a chase. Have them be basic DC (Personally, I like 10)...which can be modified up or down as the DM sees fit. The DM should also have a "Random" section where there's some chance that something happens that allows for an opportunity for either or both Runner and Chaser to either help or hinder themselves. Anyway, when the "runner" and the "chaser" decide to try a 'broad chase thing', they make an appropriate check. If the Runner initiated it, he either gains distance...or looses it. If the Chaser initiated it, same thing....he gains or looses distance. This distance can be constant, or a fraction of their base move, whatever the DM has on his "Broad Chase Things" table. The DM may roll on the "Random" section if both Runner and Chaser do 'nothing' (re: just run). [B]Example:[/B] PC (30' move; 60' dash) is chasing NPC (30' move; 60' dash) from a tavern. The Win State is if the NPC gets to "The Nest"...a twisty slum of confusing streets and ramshackle buildings. .. [B]Round 1[/B]. GO! The distance started is 20' away from each other. The NPC immediately chooses the old "toss big item in path" from the Broad Chase Thing table. The NPC leaps up from his table, and head for the door...pushing a poor bar maid carrying drinks, behind him. The NPC makes a DC 12 (10, but the DM adds +2 because she doesn't want to fall and is obviously in 'opposition' to doing so) Strength Check. The NPC succeeds with a 16. The bar maid is grabbed and flung backwards towards the PC...she drops her tray of drinks and falls on her plump buttocks! The NPC gains "1/3 bonus". The PC is chasing and doesn't risk anything (like trying to jump over the bar maid, or throw a chair at him...to much of a chance to hurt someone else). The NPC moves 80' (60', + 1/3, or 20'; so 80'). The PC moves 60'. They are both outside on the street. The NPC is 40' away from the PC. .. [B]Round 2[/B]. They head off down the street. It's a typical day, with average 'traffic'. The PC decides to throw his buckler at the NPC's feet to trip him up. The PC makes an Attack Roll against DC 10; not too hard a target, but there are other people that might get in the way. The PC succeeds! The buckler smacks the NPC in behind the knee on one leg, causing him to stumble. The PC gains 1/3...so he moves up 80' feet. They are back to the default 20' away now. .. [B]Round 3[/B]. The NPC tries to duck into an ally, the PC follows. No change. Both move their 60'. .. [B]Round 4[/B]. The DM rolls a check to see if something Random happens along the way (a 1 in 12 chance; as per his Broad Chase Things page of goodies). A roll of 8 indicates nothing special occurs to help or hinder either. .. [B]Round 5[/B]. The NPC decides to take to the rooftops and starts to 'scamper up a building'. He makes a Dexterity Athletics against DC 12 (again, the DM figures the buildings have enough beams, handholds, and whatnot...but they aren't designed to be climbed). The NPC fails with a 3! The PC is now RIGHT behind him. The PC decides to try and use a barrel nearby as a springboard to try and leap up to grab the NPC as he's climbing. The DC is going to be a DC 12 Dexterity Athletics as well...and the PC gets a 14. Success! With a leap worthy of an action hero, the PC springs off the barrel, then uses the side wall to jump even higher and tackles the NPC off the wall! ... ... Chase Ended. [B]The Key Points.[/B] Allowing for the Player and DM to "make things up on the spot" in order to try and 'win' the chase. It avoids specific "min/maxing" or "rules lawyering" or "RAW says so!" absolutes. Absolutes, imnsho, are never a good thing for something as chaotic as a chase scene. So the 'rules' need to be fluid and SUPER interpretive/narrative. The results need to be quick and easy to mechanically adjudicate. It's a CHASE! Pacing/timing is [I]super[/I] important! Detailed movement rules would slow this down and not feel anything close to a 'nail-biting chase scene'. Broad 'checks' with simple, 'broad' results...and expected results at that (re: "+/- 1/3rd movement is gained...if successful...or lost...if unsuccessful"). It's the general "style" I use for all my chase scenes for virtually ANY RPG that I play (unless it has cool 'chase' rules or movement rules; example, I generally use the Vehicle Movement Rules with slight modifications when doing a vehicle chase scene when playing Star Frontiers...but not when I'm playing Shadowrun). ^_^ Paul L. Ming [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Can We Come Up With Better (but still simple) Movement Rules?
Top