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General Tabletop Discussion
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Chases, what has worked and what has not?
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<blockquote data-quote="pukunui" data-source="post: 6509497" data-attributes="member: 54629"><p>I have yet to come across a set of chase rules with which I have been satisfied. I tried running a chase just using turn-based combat once and that was awful - it was all stop/start with the quarry constantly having to withdraw or take an OA from the lead PC. I've also used abstraction, but that can often take the excitement out of it. I tried doing them as skill challenges in 4e and SWSE; unfortunately, I never could quite execute the concept as well as I would've liked.</p><p></p><p>I like the sound of the Angry DM's chase scene, but I haven't had a chance to try it out yet.</p><p></p><p>The chase rules that were in the alpha playtest DMG were pretty naff. I tried them out and didn't like the result. The ones in the final DMG are a bit better but I haven't tried them yet myself.</p><p></p><p>I think the key is, as others have said already, not to plan a chase with a predetermined result (eg. the quarry gets away, or the chase lasts for x number of rounds, or whatever). Just go with the flow, as it were.</p><p></p><p>EDIT: The FATE version of <em>Bulldogs!</em> had a decent-sounding chase mechanic involving the quarry setting a DC against which both it and the pursuer had to roll. That kind of worked but still didn't seem to be quite as fluid and exciting as it could have been.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6509497, member: 54629"] I have yet to come across a set of chase rules with which I have been satisfied. I tried running a chase just using turn-based combat once and that was awful - it was all stop/start with the quarry constantly having to withdraw or take an OA from the lead PC. I've also used abstraction, but that can often take the excitement out of it. I tried doing them as skill challenges in 4e and SWSE; unfortunately, I never could quite execute the concept as well as I would've liked. I like the sound of the Angry DM's chase scene, but I haven't had a chance to try it out yet. The chase rules that were in the alpha playtest DMG were pretty naff. I tried them out and didn't like the result. The ones in the final DMG are a bit better but I haven't tried them yet myself. I think the key is, as others have said already, not to plan a chase with a predetermined result (eg. the quarry gets away, or the chase lasts for x number of rounds, or whatever). Just go with the flow, as it were. EDIT: The FATE version of [I]Bulldogs![/I] had a decent-sounding chase mechanic involving the quarry setting a DC against which both it and the pursuer had to roll. That kind of worked but still didn't seem to be quite as fluid and exciting as it could have been. [/QUOTE]
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