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*Pathfinder & Starfinder
Chase Scenes, again...
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<blockquote data-quote="Kid Charlemagne" data-source="post: 3150564" data-attributes="member: 93"><p>I've been thinking about chase scenes again...</p><p></p><p>I've tried several things to run chases, but haven't come up with a good one yet. My most recent idea is to make it much more narrative, and less tactical - this coming from someone who loves his battlemats, BTW.</p><p></p><p>Essentially, each round of the chase, the pursuee could choose to use any skill they have to make their check, provided they can justify it in some way (to use Balance they might need to explain that they are running across a narrow board spanning two rooftops), and the pursuer can choose to use that same skill, or another one potentially at a penalty (let's say the pursuer didn't have Balance, but using Jump would work just as well). These checks would be modified by speed in the same way that the Jump skill is modified by speed - +4 for every ten feet above 30, -6 for every ten feet below. I hadn't thought of the mods for running, armor, etc - I'll have to think on how to incorporate them, as my assumption is double moves rather than run actions...</p><p></p><p>If the player or DM can justify it, almost any skill could be used in this way - if I want to justify using Intimidate to help me escape, I can say that I'm running through a crowd, and scaring them to get out of my way. It might be tougher to figure out a way to use your Heal skill to chase someone down, but I want to keep it as open as possible.</p><p></p><p>Certain terrain might limit the top speed (an urban chase might limit the top speed of any chase to 50, while a chase on the open road would have no top limit). Certain chases might allow for movement between terrains - an alley chase could turn into a rooftop chase, or certain characters could be chasing via alleys (say, on horseback, using Ride) while others are chasing via roofs (say, the fleeing Monks, using Jump and Tumble).</p><p></p><p>A set number of wins in the opposed check would result in an escape - let's say 5. A pursuee is assumed to start with 2 success (to prevent the chase from ending on round 1), so a pursuer would need to win two checks to catch up to their quarry. How to handle this? Perhaps they get a standard action whenever they catch their quarry...?</p><p></p><p>Thoughts? It's still a very nebulous idea...</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 3150564, member: 93"] I've been thinking about chase scenes again... I've tried several things to run chases, but haven't come up with a good one yet. My most recent idea is to make it much more narrative, and less tactical - this coming from someone who loves his battlemats, BTW. Essentially, each round of the chase, the pursuee could choose to use any skill they have to make their check, provided they can justify it in some way (to use Balance they might need to explain that they are running across a narrow board spanning two rooftops), and the pursuer can choose to use that same skill, or another one potentially at a penalty (let's say the pursuer didn't have Balance, but using Jump would work just as well). These checks would be modified by speed in the same way that the Jump skill is modified by speed - +4 for every ten feet above 30, -6 for every ten feet below. I hadn't thought of the mods for running, armor, etc - I'll have to think on how to incorporate them, as my assumption is double moves rather than run actions... If the player or DM can justify it, almost any skill could be used in this way - if I want to justify using Intimidate to help me escape, I can say that I'm running through a crowd, and scaring them to get out of my way. It might be tougher to figure out a way to use your Heal skill to chase someone down, but I want to keep it as open as possible. Certain terrain might limit the top speed (an urban chase might limit the top speed of any chase to 50, while a chase on the open road would have no top limit). Certain chases might allow for movement between terrains - an alley chase could turn into a rooftop chase, or certain characters could be chasing via alleys (say, on horseback, using Ride) while others are chasing via roofs (say, the fleeing Monks, using Jump and Tumble). A set number of wins in the opposed check would result in an escape - let's say 5. A pursuee is assumed to start with 2 success (to prevent the chase from ending on round 1), so a pursuer would need to win two checks to catch up to their quarry. How to handle this? Perhaps they get a standard action whenever they catch their quarry...? Thoughts? It's still a very nebulous idea... [/QUOTE]
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