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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Chase Rules - help checking the maths
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="NotAYakk" data-source="post: 8101240" data-attributes="member: 72555"><p>Can I propose a simpler chase structure?</p><p></p><p>Place everyone on a chase track, representing how far apart they are. A typical chase track is in units of 10'.</p><p></p><p>Everyone has endurance equal to their constitution score.</p><p></p><p>When you expend endurace and you run out, you gain a level of exhaustion and the only action you can do is recover. You can choose to expend endurance even if your endurance is 0 and just auto-gain a level of exhaustion, but this is usually unwise.</p><p></p><p>You get 1 action, and 1 athletics check per round.</p><p></p><p>Your actions fall into roughly these 3 categories:</p><p>a) Confound. Attempt to make raw speed unimportant.</p><p>b) Accelerate. Attempt to boost your own speed.</p><p>c) Decellerate. Attempt to slow down your enemy.</p><p>d) Escape/Capture. Attempt to win.</p><p>e) Recover.</p><p></p><p>(a) A successful <strong>confound</strong> means everyone's speed is zeroed this round. A failed <strong>confound</strong> means only your speed is zeroed this round. Costs 1d6 endurance.</p><p></p><p>(b) A successful <strong>accelerate</strong> gives you advantage on your athletics check. A failed <strong>accelerate</strong> means you have disadvantage on your athletics check. Costs 1d8 endurance.</p><p></p><p>(c) A successful <strong>decelerate</strong> gives your foe a 1d6 penalty on their athletics check. A failed <strong>decellerate</strong> gives you a 1d6 penalty on your athletics check. Costs 1d10 endurance. (if multiple decelerates are active, roll that many d4s and take the largest)</p><p></p><p>(d) A successful <strong>escape/capture</strong> ends the chase. Failure gives you both disadvantage on athletics and zeros your speed bonus. Costs 1d12 endurance.</p><p></p><p>If you don't like the endurance cost of an action, you can abort it and fail instead of paying the endurance cost.</p><p></p><p>(e) A recovery lets you expend a HD to recover (roll+con bonus) endurance.</p><p></p><p>After the action, everyone rolls athletics <strong>and adds half their speed</strong> unless someone confounded. (edit: halved speed bonus)</p><p></p><p>Subtract the fleeing person's check from everyone else. Move everyone else 1 spot on the chase track if they win, plus 1 for every 5 full points you beat or lose against them by. Natural 1s and 20s move an additional spot.</p><p></p><p>Accelerate options include using acrobatics to take a shortcut, casting jump, etc.</p><p></p><p>Confound options includes ducking into a crowd and attempting to lose your pursers.</p><p></p><p>Escape/capture attempts are only possible if the distance is great/small enough for the escape/capture attempt.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8101240, member: 72555"] Can I propose a simpler chase structure? Place everyone on a chase track, representing how far apart they are. A typical chase track is in units of 10'. Everyone has endurance equal to their constitution score. When you expend endurace and you run out, you gain a level of exhaustion and the only action you can do is recover. You can choose to expend endurance even if your endurance is 0 and just auto-gain a level of exhaustion, but this is usually unwise. You get 1 action, and 1 athletics check per round. Your actions fall into roughly these 3 categories: a) Confound. Attempt to make raw speed unimportant. b) Accelerate. Attempt to boost your own speed. c) Decellerate. Attempt to slow down your enemy. d) Escape/Capture. Attempt to win. e) Recover. (a) A successful [B]confound[/B] means everyone's speed is zeroed this round. A failed [B]confound[/B] means only your speed is zeroed this round. Costs 1d6 endurance. (b) A successful [B]accelerate[/B] gives you advantage on your athletics check. A failed [B]accelerate[/B] means you have disadvantage on your athletics check. Costs 1d8 endurance. (c) A successful [B]decelerate[/B] gives your foe a 1d6 penalty on their athletics check. A failed [B]decellerate[/B] gives you a 1d6 penalty on your athletics check. Costs 1d10 endurance. (if multiple decelerates are active, roll that many d4s and take the largest) (d) A successful [B]escape/capture[/B] ends the chase. Failure gives you both disadvantage on athletics and zeros your speed bonus. Costs 1d12 endurance. If you don't like the endurance cost of an action, you can abort it and fail instead of paying the endurance cost. (e) A recovery lets you expend a HD to recover (roll+con bonus) endurance. After the action, everyone rolls athletics [B]and adds half their speed[/B] unless someone confounded. (edit: halved speed bonus) Subtract the fleeing person's check from everyone else. Move everyone else 1 spot on the chase track if they win, plus 1 for every 5 full points you beat or lose against them by. Natural 1s and 20s move an additional spot. Accelerate options include using acrobatics to take a shortcut, casting jump, etc. Confound options includes ducking into a crowd and attempting to lose your pursers. Escape/capture attempts are only possible if the distance is great/small enough for the escape/capture attempt. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Chase Rules - help checking the maths
Top