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<blockquote data-quote="Hand of Evil" data-source="post: 2024146" data-attributes="member: 371"><p>Chase that I am playing around with (still rough) are simple roll of a d12 with the following results:</p><p>1. Dead end (special) </p><p>2. Very Crowded Street (traffic and stalls) – movement max ¼ - Trap DC 14 </p><p>3. Last Result plus 1</p><p>4. Crowded Street (traffic and stalls) – movement max ½ - Trap DC 12 </p><p>5. Last Result minus 1 </p><p>6. Alley – Right Turn – Trap DC 10</p><p>7. Last Result</p><p>8. Alley – Left Turn – Trap DC 10</p><p>9. Straight Away – Trap DC 7 </p><p>10. T - Intersection – Right & Left – Trap DC 12</p><p>11. Last Result plus 1</p><p>12. Crossroad Intersection – Right, Left & Straight – Trap DC 12 </p><p></p><p>The way this works is running speed is used, the DM rolls and the result tells the section (next 90 feet) of the chase, then a d6 is rolled for number of traps, the trap DC is really a delay factor, loss of movement. </p><p></p><p>Type of traps: people/animals moving into path, doors opening in from of you and such. Special in dead end can be a blank wall (climb check) or fence (climb check) or such. DC can go up or down based on time of day and location. </p><p></p><p>I want to add some way to use skill levels to avoid some things or cause a result but have not thought of a way.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 2024146, member: 371"] Chase that I am playing around with (still rough) are simple roll of a d12 with the following results: 1. Dead end (special) 2. Very Crowded Street (traffic and stalls) – movement max ¼ - Trap DC 14 3. Last Result plus 1 4. Crowded Street (traffic and stalls) – movement max ½ - Trap DC 12 5. Last Result minus 1 6. Alley – Right Turn – Trap DC 10 7. Last Result 8. Alley – Left Turn – Trap DC 10 9. Straight Away – Trap DC 7 10. T - Intersection – Right & Left – Trap DC 12 11. Last Result plus 1 12. Crossroad Intersection – Right, Left & Straight – Trap DC 12 The way this works is running speed is used, the DM rolls and the result tells the section (next 90 feet) of the chase, then a d6 is rolled for number of traps, the trap DC is really a delay factor, loss of movement. Type of traps: people/animals moving into path, doors opening in from of you and such. Special in dead end can be a blank wall (climb check) or fence (climb check) or such. DC can go up or down based on time of day and location. I want to add some way to use skill levels to avoid some things or cause a result but have not thought of a way. [/QUOTE]
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