TaranTheWanderer
Legend
I'm working up some Chase rules and slowly fleshing them out. I'd like some help with DCs and stuff, as well as anything I may have overlooked. And General comments to hammer out kinks. I'm trying to cover many bases. Lots of people have skills and talents and abilities that should help with a Chase.
How to win:
1. DM chooses a number of rolls. 2-3 for a short chase, 3-4 for a medium, 5-6 for a long. (or whatever.) Whoever gets the most successes Wins.
Base skill is (STR) Athletics
2. Choose the DC(I want to add/tweak these. Suggestions welcome):
DC is based on terrain.
DC 8 Open Field/Clear Street with few obstacles: 8
DC 10 Crowded Street/ Light Brush
DC 12 Hilly or scrub or muddy, deep sand:
DC 15 Forest or Mountainous:
3. Calculate your total bonus: Athletics +
These skills will modify Athletics rolls for the Pursuer:
+2 Proficiency Acrobatics: jumping over and around obstacles
+2 Proficiency Perception: Making sure you can see or hear where they are going
These skills will modify the rolls for the Pursued:
+2 Proficiency Acrobatics: jumping over and around obstacles
+2 Proficiency Stealth: Someone dodges behind obstacles to try to lose their pursuer
Abilities
Base Movement Is 30 feet:
+1 for every 10 feet faster than 30 feet
-1 for every 5 feet slower than 30 feet
+4 Expertise: double any bonus for a relevant proficiency
+2 Cunning Action:
??? +2 ?? Reliable Talent: I'm worried having reliable talent athletics would auto-win any chase...
+1 to +4 Misc: A player might Bring up something that's relevant. A GM is welcome to give a +1 to +4. Example: Warlock can cast disguise self at will. A chase through a crowded street, the GM might award a +2 to the warlock's rolls as he constantly is changing disguises to lose the pursuer.
Tabaxi movement ability = auto extra success on first roll
4. Roll Athletics against the DC.
You gain 1 success for meeting the DC and 1 additional success for every 5 points above the DC and failures subtract from successes.
example: DC: 10. An athletics roll of 20 would net you 3 successes.
Other:
Constitution: You can make a number of checks without penalty equal to your Con Bonus. After wards you suffer a -1 accumulating penalty each roll
Example: CON 14. 5 roll Chase. The first two rolls have no penalty. 3rd roll -1 penalty; 4th roll-2; 5th roll -3
EXAMPLE:
Rob the Rogue is running away from Bob the Barbarian.
Rob is a stout halfling with 25 movement (-1); has a Con of 14 and a Strength of 10; Proficiency in acrobatics (+2)and Expertise in Stealth(+4); he has cunning action(+2).
Rob's total Athletics roll is: +7
Bob is a human with 40 foot movement (+1); Has a Con of 16 and a Strength of 16; He has Proficiency in Survival, Athletics and Perception (+2)
Bob's Athletics is +9 (+3 proficiency+STR+bonuses)
Bob is Chasing Rob through the Forest: DC 15. They will do 4 rolls.
In round 3, Rob will get a -1 Penalty
In round 4, Bob will get a -1 Penalty and Rob will get a -2 Penalty.
It's close, but the odds are stacked in Bob's Favour.
Optional Finish.
If Rob were to get some lucky rolls and win the race, there is a chance that - even though Bob lost him, he might still be able to track him.
Bob makes a Survival roll against the Forest DC 15 modified by Rob's Stealth and Survival (+2 for each one. Rob only has Stealth but it's expertise)
Bob has to make a Survival roll and beat a DC 19. If he succeeds, Bob finds a trail. While the pursuit is over, Bob has a method to eventually track down Rob.
I think that's everything. It's supposed to be detailed. my group likes that so I don't feel it's too overly-complicated but I could be wrong.
Thoughts?
How to win:
1. DM chooses a number of rolls. 2-3 for a short chase, 3-4 for a medium, 5-6 for a long. (or whatever.) Whoever gets the most successes Wins.
Base skill is (STR) Athletics
2. Choose the DC(I want to add/tweak these. Suggestions welcome):
DC is based on terrain.
DC 8 Open Field/Clear Street with few obstacles: 8
DC 10 Crowded Street/ Light Brush
DC 12 Hilly or scrub or muddy, deep sand:
DC 15 Forest or Mountainous:
3. Calculate your total bonus: Athletics +
These skills will modify Athletics rolls for the Pursuer:
+2 Proficiency Acrobatics: jumping over and around obstacles
+2 Proficiency Perception: Making sure you can see or hear where they are going
These skills will modify the rolls for the Pursued:
+2 Proficiency Acrobatics: jumping over and around obstacles
+2 Proficiency Stealth: Someone dodges behind obstacles to try to lose their pursuer
Abilities
Base Movement Is 30 feet:
+1 for every 10 feet faster than 30 feet
-1 for every 5 feet slower than 30 feet
+4 Expertise: double any bonus for a relevant proficiency
+2 Cunning Action:
??? +2 ?? Reliable Talent: I'm worried having reliable talent athletics would auto-win any chase...
+1 to +4 Misc: A player might Bring up something that's relevant. A GM is welcome to give a +1 to +4. Example: Warlock can cast disguise self at will. A chase through a crowded street, the GM might award a +2 to the warlock's rolls as he constantly is changing disguises to lose the pursuer.
Tabaxi movement ability = auto extra success on first roll
4. Roll Athletics against the DC.
You gain 1 success for meeting the DC and 1 additional success for every 5 points above the DC and failures subtract from successes.
example: DC: 10. An athletics roll of 20 would net you 3 successes.
Other:
Constitution: You can make a number of checks without penalty equal to your Con Bonus. After wards you suffer a -1 accumulating penalty each roll
Example: CON 14. 5 roll Chase. The first two rolls have no penalty. 3rd roll -1 penalty; 4th roll-2; 5th roll -3
EXAMPLE:
Rob the Rogue is running away from Bob the Barbarian.
Rob is a stout halfling with 25 movement (-1); has a Con of 14 and a Strength of 10; Proficiency in acrobatics (+2)and Expertise in Stealth(+4); he has cunning action(+2).
Rob's total Athletics roll is: +7
Bob is a human with 40 foot movement (+1); Has a Con of 16 and a Strength of 16; He has Proficiency in Survival, Athletics and Perception (+2)
Bob's Athletics is +9 (+3 proficiency+STR+bonuses)
Bob is Chasing Rob through the Forest: DC 15. They will do 4 rolls.
In round 3, Rob will get a -1 Penalty
In round 4, Bob will get a -1 Penalty and Rob will get a -2 Penalty.
It's close, but the odds are stacked in Bob's Favour.
Optional Finish.
If Rob were to get some lucky rolls and win the race, there is a chance that - even though Bob lost him, he might still be able to track him.
Bob makes a Survival roll against the Forest DC 15 modified by Rob's Stealth and Survival (+2 for each one. Rob only has Stealth but it's expertise)
Bob has to make a Survival roll and beat a DC 19. If he succeeds, Bob finds a trail. While the pursuit is over, Bob has a method to eventually track down Rob.
I think that's everything. It's supposed to be detailed. my group likes that so I don't feel it's too overly-complicated but I could be wrong.
Thoughts?
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