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Chase Rules - help checking the maths
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8101068" data-attributes="member: 15882"><p>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.</p><p></p><p><strong>How to win:</strong></p><p>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.</p><p></p><p>Base skill is (STR) Athletics</p><p></p><p>2. Choose the DC(I want to add/tweak these. Suggestions welcome):</p><p><strong>DC is based on terrain.</strong></p><p>DC 8 Open Field/Clear Street with few obstacles: 8</p><p>DC 10 Crowded Street/ Light Brush</p><p>DC 12 Hilly or scrub or muddy, deep sand:</p><p>DC 15 Forest or Mountainous:</p><p></p><p>3<strong>. </strong>Calculate your total bonus: Athletics +</p><p></p><p><strong><em>These skills will modify Athletics rolls for the Pursuer:</em></strong></p><p>+2 Proficiency Acrobatics: jumping over and around obstacles</p><p>+2 Proficiency Perception: Making sure you can see or hear where they are going</p><p></p><p><strong><em>These skills will modify the rolls for the Pursued:</em></strong></p><p>+2 Proficiency Acrobatics: jumping over and around obstacles</p><p>+2 Proficiency Stealth: Someone dodges behind obstacles to try to lose their pursuer</p><p></p><p><strong>Abilities</strong></p><p><strong>Base Movement Is 30 feet: </strong></p><p>+1 for every 10 feet faster than 30 feet</p><p>-1 for every 5 feet slower than 30 feet</p><p></p><p>+4<strong> Expertise: </strong> double any bonus for a relevant proficiency</p><p>+2<strong> Cunning Action: </strong></p><p>??? +2 ??<strong> Reliable Talent:</strong> I'm worried having reliable talent athletics would auto-win any chase...</p><p>+1 to +4<strong> Misc:</strong> 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.</p><p><strong>Tabaxi movement ability</strong> = auto extra success on first roll</p><p></p><p>4. Roll Athletics against the DC.</p><p>You gain 1 success for meeting the DC and 1 additional success for every 5 points above the DC and failures subtract from successes.</p><p><em>example: </em> DC: 10. An athletics roll of 20 would net you 3 successes.</p><p></p><p><strong>Other:</strong></p><p>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</p><p><em>Example: </em> CON 14. 5 roll Chase. The first two rolls have no penalty. 3rd roll -1 penalty; 4th roll-2; 5th roll -3</p><p></p><p>EXAMPLE:</p><p>Rob the Rogue is running away from Bob the Barbarian.</p><p></p><p>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).</p><p>Rob's total Athletics roll is: +7</p><p></p><p>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)</p><p>Bob's Athletics is +9 (+3 proficiency+STR+bonuses)</p><p></p><p>Bob is Chasing Rob through the Forest: DC 15. They will do 4 rolls.</p><p>In round 3, Rob will get a -1 Penalty</p><p>In round 4, Bob will get a -1 Penalty and Rob will get a -2 Penalty.</p><p></p><p>It's close, but the odds are stacked in Bob's Favour.</p><p></p><p><strong>Optional Finish.</strong></p><p>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.</p><p>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)</p><p>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.</p><p></p><p></p><p>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.</p><p></p><p> Thoughts?</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8101068, member: 15882"] 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. [B]How to win:[/B] 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): [B]DC is based on terrain.[/B] 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[B]. [/B]Calculate your total bonus: Athletics + [B][I]These skills will modify Athletics rolls for the Pursuer:[/I][/B] +2 Proficiency Acrobatics: jumping over and around obstacles +2 Proficiency Perception: Making sure you can see or hear where they are going [B][I]These skills will modify the rolls for the Pursued:[/I][/B] +2 Proficiency Acrobatics: jumping over and around obstacles +2 Proficiency Stealth: Someone dodges behind obstacles to try to lose their pursuer [B]Abilities Base Movement Is 30 feet: [/B] +1 for every 10 feet faster than 30 feet -1 for every 5 feet slower than 30 feet +4[B] Expertise: [/B] double any bonus for a relevant proficiency +2[B] Cunning Action: [/B] ??? +2 ??[B] Reliable Talent:[/B] I'm worried having reliable talent athletics would auto-win any chase... +1 to +4[B] Misc:[/B] 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. [B]Tabaxi movement ability[/B] = 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. [I]example: [/I] DC: 10. An athletics roll of 20 would net you 3 successes. [B]Other:[/B] 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 [I]Example: [/I] 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. [B]Optional Finish.[/B] 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? [/QUOTE]
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