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Chase Scenes, again...
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3152139" data-attributes="member: 20805"><p>For my purposes using Hot Pursuit works well, but I agree there should be some sort of middle ground between no detail rules {RAW} and highly detailed rules {Hot Pursuit}</p><p></p><p> IIRC there was a thread a long time ago suggesting to make movement an opposed check, it went something like:</p><p></p><p>Chases are outside of normal initiative/combat rules. You may enter a chase from normal combat when one character {pursued} chooses the Run action with intent to flee the scene and the pursuerer chooses to follow with a Run action of thier own.</p><p></p><p> Each turn the characters roll a 'chase check' of D20 + {Move speed - 10} modified by either STR {flat out running}, DEX or WIS {moving through obstacles}, or CHR {chase through a crowd}</p><p> {note, usually both characters use the same modifier. When pursuing through a crowd their is a choice between Dex, Wis, or Chr as all three could apply}</p><p></p><p> If pursuer wins by more than 5, he closes one range</p><p> If pursued wins by more than 5, he extends one range</p><p></p><p> Ranges:</p><p> Close range, pursuer may attempt a melee attack and suffers a -5 penatly to next chase check.</p><p> Medium range, Pursued may attempt a bluff check to distract pursuer. Success nets a +5 to the next chase check. Failure results in a -5 to the next chase check</p><p> Long Range, Pursued may attempt to Hide instead of running. The pursued must stay hidden until the chase is at Extended range.</p><p> Extended range, The pursuit ends.</p><p></p><p>Ranged attack: At any range either character may attempt a ranged attack but suffers a -5 penatly to the next chase check.</p><p></p><p>Other Skill checks: At appropriate moments the Pursued can use nearby scenary to attempt to impede the pursuit such as climbing a wall or knocking the fruit cart into the path. The test is an opposed skill check of the appropriate physical skill. Success nets a +5 to the next chase check. Failure results in a -5 to the next chase check.</p><p></p><p>Ending the pursuit:</p><p> If the pursuer catches the pursued, usually via a trip attack, the character 'start' combat and re-roll initiatives. </p><p></p><p> Getting tired:</p><p> Characters can maintain a chase for a number of rounds equal to their Constitution.</p><p></p><p></p><p>EH. something like that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3152139, member: 20805"] For my purposes using Hot Pursuit works well, but I agree there should be some sort of middle ground between no detail rules {RAW} and highly detailed rules {Hot Pursuit} IIRC there was a thread a long time ago suggesting to make movement an opposed check, it went something like: Chases are outside of normal initiative/combat rules. You may enter a chase from normal combat when one character {pursued} chooses the Run action with intent to flee the scene and the pursuerer chooses to follow with a Run action of thier own. Each turn the characters roll a 'chase check' of D20 + {Move speed - 10} modified by either STR {flat out running}, DEX or WIS {moving through obstacles}, or CHR {chase through a crowd} {note, usually both characters use the same modifier. When pursuing through a crowd their is a choice between Dex, Wis, or Chr as all three could apply} If pursuer wins by more than 5, he closes one range If pursued wins by more than 5, he extends one range Ranges: Close range, pursuer may attempt a melee attack and suffers a -5 penatly to next chase check. Medium range, Pursued may attempt a bluff check to distract pursuer. Success nets a +5 to the next chase check. Failure results in a -5 to the next chase check Long Range, Pursued may attempt to Hide instead of running. The pursued must stay hidden until the chase is at Extended range. Extended range, The pursuit ends. Ranged attack: At any range either character may attempt a ranged attack but suffers a -5 penatly to the next chase check. Other Skill checks: At appropriate moments the Pursued can use nearby scenary to attempt to impede the pursuit such as climbing a wall or knocking the fruit cart into the path. The test is an opposed skill check of the appropriate physical skill. Success nets a +5 to the next chase check. Failure results in a -5 to the next chase check. Ending the pursuit: If the pursuer catches the pursued, usually via a trip attack, the character 'start' combat and re-roll initiatives. Getting tired: Characters can maintain a chase for a number of rounds equal to their Constitution. EH. something like that :) [/QUOTE]
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