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General Tabletop Discussion
*Dungeons & Dragons
Chases, what has worked and what has not?
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<blockquote data-quote="Paraxis" data-source="post: 6507445" data-attributes="member: 13009"><p>I am preparing for my game tomorrow, they are doing a side quest and I want to include a chase scene trying out the rules on page 252 of the DMG. This will be my first time using these rules, but not the first time I have ran chase scenes in a game, the one I have enjoyed the most before was using the Savage Worlds rules but want to give the DMG ones a shot.</p><p></p><p>Some of my concerns,</p><p>Cunning actions, there is a rogue in the group and the ability to move>dash>dash or even move>dash>grapple seems like it would be a big issue. Either the quarry has the same ability and only the rogue has a chance, or the rogue is going to catch the quarry very very fast.</p><p></p><p>Ranged attacks, mostly ranged spells that impede actions or knock targets prone. With this group I have a cleric that prepares both Command and Hold Person, and a wizard that prepares Grease. Now all those spells have a 60' range and a save involved, just again worried they will end this chase before it really starts.</p><p></p><p>The one thing that comes to mind at first is to have multiple npc's running away so that even if they catch one it won't exactly end the chase scene.</p><p></p><p>The setup is the party just acquired a magic plot device item, there are already two groups they know of that are after it. A third is showing up and going to abscond with said item or try to at least. That is another issue I have to let them think any one of the npc's could have it, or let them hand it off to each other during the chase.</p><p></p><p>So any advice, and more than that tell me of the chases you have run or played in since the DMG was released and what was fun and what wasn't, please.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6507445, member: 13009"] I am preparing for my game tomorrow, they are doing a side quest and I want to include a chase scene trying out the rules on page 252 of the DMG. This will be my first time using these rules, but not the first time I have ran chase scenes in a game, the one I have enjoyed the most before was using the Savage Worlds rules but want to give the DMG ones a shot. Some of my concerns, Cunning actions, there is a rogue in the group and the ability to move>dash>dash or even move>dash>grapple seems like it would be a big issue. Either the quarry has the same ability and only the rogue has a chance, or the rogue is going to catch the quarry very very fast. Ranged attacks, mostly ranged spells that impede actions or knock targets prone. With this group I have a cleric that prepares both Command and Hold Person, and a wizard that prepares Grease. Now all those spells have a 60' range and a save involved, just again worried they will end this chase before it really starts. The one thing that comes to mind at first is to have multiple npc's running away so that even if they catch one it won't exactly end the chase scene. The setup is the party just acquired a magic plot device item, there are already two groups they know of that are after it. A third is showing up and going to abscond with said item or try to at least. That is another issue I have to let them think any one of the npc's could have it, or let them hand it off to each other during the chase. So any advice, and more than that tell me of the chases you have run or played in since the DMG was released and what was fun and what wasn't, please. [/QUOTE]
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