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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Chases By the 3.5 Book!
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<blockquote data-quote="MerricB" data-source="post: 6064699" data-attributes="member: 3586"><p>The very best chase rules I've ever seen belong to the James Bond 007 RPG.</p><p></p><p>The game uses an Auction to determine the difficulty of the checks (something you could do with DCs in 3E). The winner of the auction determines who goes first.</p><p></p><p>Range is abstract: Close, Medium, Long, Extreme</p><p></p><p>It uses the following manoeuvres:</p><p>* Pursue/Flee: each level of success increases/decreases the distance between the parties</p><p>* Force: only at close, tries to cause the opposition to have a mishap (or enter hand-to-hand combat)</p><p>* Quick Turn: only at long/extreme, success makes pursuer make a Perception check or lose sight and end chase (success at Perception makes Close).</p><p>* Double Back: only at close or medium, success moves range to Close, then opposition makes same check - failure moves range to Extreme.</p><p>* Trick: special stunt, which opponent must also do to continue chase.</p><p></p><p>If a manoeuvre failed, the acting party must make a safety check based on the difficulty of the underlying manoeuvre or suffer a mishap.</p><p></p><p>Full sequence of events was:</p><p>1) Bid for first player (Difficulty of subsequent checks)</p><p>2) First player manoeuvres</p><p>3) First player Fire Combat</p><p>4) Second player manoeuvres</p><p>5) Second player fire combat</p><p></p><p>What really made it work was the auction: sure, you could bid low, but could you then make the subsequent checks you had to make? As a rule, the players tend to be more aggressive than the NPCs.</p><p></p><p>The game also had the skills for the chases: Driving, Piloting, Riding, Boating, Diving and Evasion.</p><p></p><p>The DM could throw in obstacles (resolved using the Trick manoeuvre) and it all worked very well. Allowing combat during a chase added to the tension.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6064699, member: 3586"] The very best chase rules I've ever seen belong to the James Bond 007 RPG. The game uses an Auction to determine the difficulty of the checks (something you could do with DCs in 3E). The winner of the auction determines who goes first. Range is abstract: Close, Medium, Long, Extreme It uses the following manoeuvres: * Pursue/Flee: each level of success increases/decreases the distance between the parties * Force: only at close, tries to cause the opposition to have a mishap (or enter hand-to-hand combat) * Quick Turn: only at long/extreme, success makes pursuer make a Perception check or lose sight and end chase (success at Perception makes Close). * Double Back: only at close or medium, success moves range to Close, then opposition makes same check - failure moves range to Extreme. * Trick: special stunt, which opponent must also do to continue chase. If a manoeuvre failed, the acting party must make a safety check based on the difficulty of the underlying manoeuvre or suffer a mishap. Full sequence of events was: 1) Bid for first player (Difficulty of subsequent checks) 2) First player manoeuvres 3) First player Fire Combat 4) Second player manoeuvres 5) Second player fire combat What really made it work was the auction: sure, you could bid low, but could you then make the subsequent checks you had to make? As a rule, the players tend to be more aggressive than the NPCs. The game also had the skills for the chases: Driving, Piloting, Riding, Boating, Diving and Evasion. The DM could throw in obstacles (resolved using the Trick manoeuvre) and it all worked very well. Allowing combat during a chase added to the tension. Cheers! [/QUOTE]
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