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Correl: An Element of Origin - Out of Character (MarauderX)
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<blockquote data-quote="MarauderX" data-source="post: 1336740" data-attributes="member: 9990"><p>New chase rules I will be using, and why. </p><p></p><p><strong><u>Chases:</u></strong></p><p></p><p>Opposed Con checks will be used as long as movement speeds are about the same. If you win, you gain 5'. If you win by 5 or more you gain 10'. It makes for shorter checks and a faster chase. Should the chaser catch the chasee, the chaser can dive-tackle (treat as grapple attempt with no AoO), charge, overrun or full attack the chasee. If the chaser full attacks the chasee, the chaser loses a round of movement next turn. </p><p></p><p>In a city chase there will be Dex checks too, and depending on how crowded the streets are it makes the DC higher or more often. If the chasee is overturning carts of melons or otherwise adds obstructions it adds to the Dex check DC, and if the chaser misses it they lose ground, anywhere from 5’ to possibly a whole round of movement. If they fail horribly I have them make a reflex save to stay on their feet. </p><p></p><p>I have changed to these rules because I don't like the 'slinky effect' of movement with turn-based chases. It works well for most movement types that are disparate too, such as the speedy monk that zips out to chase down every last mook before he gets away.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1336740, member: 9990"] New chase rules I will be using, and why. [B][U]Chases:[/U][/B] Opposed Con checks will be used as long as movement speeds are about the same. If you win, you gain 5'. If you win by 5 or more you gain 10'. It makes for shorter checks and a faster chase. Should the chaser catch the chasee, the chaser can dive-tackle (treat as grapple attempt with no AoO), charge, overrun or full attack the chasee. If the chaser full attacks the chasee, the chaser loses a round of movement next turn. In a city chase there will be Dex checks too, and depending on how crowded the streets are it makes the DC higher or more often. If the chasee is overturning carts of melons or otherwise adds obstructions it adds to the Dex check DC, and if the chaser misses it they lose ground, anywhere from 5’ to possibly a whole round of movement. If they fail horribly I have them make a reflex save to stay on their feet. I have changed to these rules because I don't like the 'slinky effect' of movement with turn-based chases. It works well for most movement types that are disparate too, such as the speedy monk that zips out to chase down every last mook before he gets away. [/QUOTE]
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