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<blockquote data-quote="Berandor" data-source="post: 2031233" data-attributes="member: 225"><p>I got the boook. Looks good so far (I'm at Passenger maneuvers, with a little peek to the end), but... (there had to be a but):</p><p></p><p>I think I'll change a few things for my foot chase. Now, some comments re: exactly that.</p><p>You recommend using simple Str checks. I fear that some DCs will quickly become too hight for that. For example, it will be a chase through a city, and I think a shortcut maneuver should be possible. (I'm imagining a character to jump on a cart and a narrow rooftop, then jump the roofs, run down a little alley and come out right behind the quarry).</p><p></p><p>That would be Head'em off and Join, right. But even at walk speed, the DC to join at short range would be 25, or 20 with a Str check (and Speed Factor, and Dex) - quite hard.</p><p>Likewise, a collision with a pedestrian, or a little punching/shoving going on will cause up to 4d4 damage. Even if I convert it to subdual, that's a lot. </p><p>I'll likely tone down the damage, at least. Also, I'll probably make the character lose a range increment if he fails a crash check, since you can't lose control of yourself.</p><p>I'll also treat a fruit cart (gotta have one) as a moat since you can't really plow through with your frail human body, but jumping it could be done. Hitting it might give up to 8d8 points of damage! (Large, cruising speed in open alley)</p><p>I'll likely substitute skill checks for simply attribute checks.For example, Jump for Jumping the fruit cart.</p><p></p><p>Some questions:</p><p>The "Lose 'em" Manoever doesn't list a range. If it can be done at any range, it strikes me as a better choice than Escape almost always. Am I missing something?</p><p>The Breakaway maneuver lists the DC as 20, while the example gives us a DC of 15 (earlier in the book). Which is correct? (Again, I think 20 will be quite hard to make in a footrace, so careening into a narrow alley would be *tough*)</p><p>What is the reaction roll of "Damn the torpedoes"?</p><p>A normal human would have a speed of 24, right? (30ft = 6 squares, Run x4, 6x4=24) I might change the speeds, as well (so "walk" would be more like a speed of 5 - then I could cut the damage in 1/4, too. Hmm...)</p><p></p><p>Anyway, I guess what this shows is that D&D is not too suited for foot chases. And then the second "chase" will be a foot race through town <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But I'll simply switch the pursued, then.</p><p></p><p>Last question: How would you handle speeding alongside a train, trying to overtake it, and crossing the rails just in time? Would you treat the train as an obstacle? Or as another participant (since it wouldn't make any checks, speeding past it should be automatic)? What maneuver would get you past the train?</p><p></p><p>I realize these may be hard questions, but I hope you don't mind, anyway.</p></blockquote><p></p>
[QUOTE="Berandor, post: 2031233, member: 225"] I got the boook. Looks good so far (I'm at Passenger maneuvers, with a little peek to the end), but... (there had to be a but): I think I'll change a few things for my foot chase. Now, some comments re: exactly that. You recommend using simple Str checks. I fear that some DCs will quickly become too hight for that. For example, it will be a chase through a city, and I think a shortcut maneuver should be possible. (I'm imagining a character to jump on a cart and a narrow rooftop, then jump the roofs, run down a little alley and come out right behind the quarry). That would be Head'em off and Join, right. But even at walk speed, the DC to join at short range would be 25, or 20 with a Str check (and Speed Factor, and Dex) - quite hard. Likewise, a collision with a pedestrian, or a little punching/shoving going on will cause up to 4d4 damage. Even if I convert it to subdual, that's a lot. I'll likely tone down the damage, at least. Also, I'll probably make the character lose a range increment if he fails a crash check, since you can't lose control of yourself. I'll also treat a fruit cart (gotta have one) as a moat since you can't really plow through with your frail human body, but jumping it could be done. Hitting it might give up to 8d8 points of damage! (Large, cruising speed in open alley) I'll likely substitute skill checks for simply attribute checks.For example, Jump for Jumping the fruit cart. Some questions: The "Lose 'em" Manoever doesn't list a range. If it can be done at any range, it strikes me as a better choice than Escape almost always. Am I missing something? The Breakaway maneuver lists the DC as 20, while the example gives us a DC of 15 (earlier in the book). Which is correct? (Again, I think 20 will be quite hard to make in a footrace, so careening into a narrow alley would be *tough*) What is the reaction roll of "Damn the torpedoes"? A normal human would have a speed of 24, right? (30ft = 6 squares, Run x4, 6x4=24) I might change the speeds, as well (so "walk" would be more like a speed of 5 - then I could cut the damage in 1/4, too. Hmm...) Anyway, I guess what this shows is that D&D is not too suited for foot chases. And then the second "chase" will be a foot race through town :) But I'll simply switch the pursued, then. Last question: How would you handle speeding alongside a train, trying to overtake it, and crossing the rails just in time? Would you treat the train as an obstacle? Or as another participant (since it wouldn't make any checks, speeding past it should be automatic)? What maneuver would get you past the train? I realize these may be hard questions, but I hope you don't mind, anyway. [/QUOTE]
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