Nareau
Explorer
I just started my first PF campaign (Kingmaker) last Sunday, and we had a blast. The PC's ambushed some
, and decided to chase after the two guys who decided to flee.
I had read through the chase rules once, but hadn't prepared anything for this. So here's what I did:
I grabbed a deck of cards, and laid them out face down two-by-two in a line about 6 cards long. I did this twice, since I was running two separate chases simultaneously. It looked kinda like this:
I then jotted down some skill checks: For the horse chase, it looked like this:
Diamonds: Ride
Clubs: Handle Animal
Spades: Survival
Hearts: Acrobatics
For the foot chase through the forest, it went:
Diamonds: Stealth
Clubs: Perception
Spades: Climb
Hearts: Acrobatics
(P is the PC, N is the NPC)
I put the PC's before the start of the track, and put the bad guys about 4 spaces ahead of them. I decided if the bad guys could get 6 spaces ahead, they'd escape. If the PC caught up to them, they could fight/catch them. I also figured these guys were pretty weak, so they only had a +3 to a couple of the above-listed skills.
Each round, they could advance one space automatically, then flip over both cards where they landed. Those cards represented challenges which required a skill roll with a DC of 10+ the value of the card (aces = DC 11, jacks = DC 21, jokers = DC 15 (usually) and you get to choose the skill to use).
So the foot chase went a little like this:
Having won initiative, the PC advances one space, and flips over his two cards. He gets an ace of clubs (perception DC 11) and a 4 of diamonds (stealth DC 14). His perception mod is -1 due to a low wisdom, but his stealth mod is +6. So he describes how he's going to try to gain ground by stealthily circling around. But he rolls a 3, which won't beat the DC of 14. So he stays put.
Bad guy advances, flips over a 4 of hearts (acrobatics DC 14) and a 10 of diamonds (stealth DC 20). I figure he's good at both of these (gets a +3 to his checks), but in this case it will be easier to swing across the ravine on a rope than it would be to try to sneak away. He rolls a 13, adds in his +3 for a 16, which beats the DC of 14. He succeeds, and automatically advances another space.
The PC goes next, and gets a 8 of clubs (perception DC 18) and a joker. He stinks at perception, so decides he's going to go with the joker. So he decides to pick bluff as his skill this time around (since that's the skill he's best at), and he calls out "Wait, I just want to talk to you!" He beats the NPC's sense motive easily, and so gains on him again.
They go back and forth like this for a few rounds, with the PC easily gaining on the NPC. Finally, right when the PC is about to catch the NPC, the NPC rolls a 1 on a climb check; I decide that's enough he should fall off the boulder he was scrambling up, so he takes just enough damage to knock him out.
It worked out awesomely, and I think I'll do it again. If I tweak it at all, I might allow the "prey" in the chase to modify the course. Instead of making a skill check to advance, you can make a skill check to remove one of the cards you're standing on. This represents a move like cutting the rope you just climbed up, or knocking over the fruit stand to impede your pursuer.
bandits
I had read through the chase rules once, but hadn't prepared anything for this. So here's what I did:
I grabbed a deck of cards, and laid them out face down two-by-two in a line about 6 cards long. I did this twice, since I was running two separate chases simultaneously. It looked kinda like this:
Code:
======
======
I then jotted down some skill checks: For the horse chase, it looked like this:
Diamonds: Ride
Clubs: Handle Animal
Spades: Survival
Hearts: Acrobatics
For the foot chase through the forest, it went:
Diamonds: Stealth
Clubs: Perception
Spades: Climb
Hearts: Acrobatics
(P is the PC, N is the NPC)
Code:
P N
======
======
Each round, they could advance one space automatically, then flip over both cards where they landed. Those cards represented challenges which required a skill roll with a DC of 10+ the value of the card (aces = DC 11, jacks = DC 21, jokers = DC 15 (usually) and you get to choose the skill to use).
So the foot chase went a little like this:
Having won initiative, the PC advances one space, and flips over his two cards. He gets an ace of clubs (perception DC 11) and a 4 of diamonds (stealth DC 14). His perception mod is -1 due to a low wisdom, but his stealth mod is +6. So he describes how he's going to try to gain ground by stealthily circling around. But he rolls a 3, which won't beat the DC of 14. So he stays put.
Bad guy advances, flips over a 4 of hearts (acrobatics DC 14) and a 10 of diamonds (stealth DC 20). I figure he's good at both of these (gets a +3 to his checks), but in this case it will be easier to swing across the ravine on a rope than it would be to try to sneak away. He rolls a 13, adds in his +3 for a 16, which beats the DC of 14. He succeeds, and automatically advances another space.
The PC goes next, and gets a 8 of clubs (perception DC 18) and a joker. He stinks at perception, so decides he's going to go with the joker. So he decides to pick bluff as his skill this time around (since that's the skill he's best at), and he calls out "Wait, I just want to talk to you!" He beats the NPC's sense motive easily, and so gains on him again.
They go back and forth like this for a few rounds, with the PC easily gaining on the NPC. Finally, right when the PC is about to catch the NPC, the NPC rolls a 1 on a climb check; I decide that's enough he should fall off the boulder he was scrambling up, so he takes just enough damage to knock him out.
It worked out awesomely, and I think I'll do it again. If I tweak it at all, I might allow the "prey" in the chase to modify the course. Instead of making a skill check to advance, you can make a skill check to remove one of the cards you're standing on. This represents a move like cutting the rope you just climbed up, or knocking over the fruit stand to impede your pursuer.