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<blockquote data-quote="barsoomcore" data-source="post: 2276015" data-attributes="member: 812"><p>Steverooo: iwatt's got the right of it. HP ignores the grid and all else that it implies. How far characters are actually travelling in a given round (or in what direction) isn't really germane to the rules. Have a look, I think you'll pick it up easily.</p><p></p><p>JimAde: Thanks! Glad you liked it. I at first wondered if bookmarks were really needed in a shorter work but yeah, they are, aren't they? Folks asked for them, so we delivered!</p><p></p><p>Dannyalcatraz: I've always run chases myself. The <em>Hot Pursuit</em> rules really are meant to bring some order and consistency to chases, so that they feel like the rest of the d20 ruleset. I think one of the reasons they're underutilized is BECAUSE there isn't a standard set of rules that makes running them easier. With HP, you don't need any more preparation than you do for a combat -- you can run chases completely off the cuff, with obstacles and terrains and all that available to you.</p><p></p><p>I believe that part of a ruleset's job is to give EVERYONE in the group the information they need to be able to make choices and have fun. The problem with running chases without a well-defined ruleset is that your players don't necessarily know what options are available to them and so might not be able to make smarter (or more fun) choices. So the rules are meant to give players lots of options as the chase progresses -- they can look down the list of maneuvers (provided in a handy printable chart you can put on the table for them) and choose one without knowing how it works, just using it to jump-start their imagination. Likewise, the rules give DMs easy-to-adjudicate methods for determining success and failure. Sure, you can just make it up, and I personally love that style, but for lots of people a game is more fun if they can see clearly how outcomes are determined (and then use that knowledge to make smart choices, gamewise).</p><p></p><p>Whew! Long-winded, I sometimes am. Thanks!</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2276015, member: 812"] Steverooo: iwatt's got the right of it. HP ignores the grid and all else that it implies. How far characters are actually travelling in a given round (or in what direction) isn't really germane to the rules. Have a look, I think you'll pick it up easily. JimAde: Thanks! Glad you liked it. I at first wondered if bookmarks were really needed in a shorter work but yeah, they are, aren't they? Folks asked for them, so we delivered! Dannyalcatraz: I've always run chases myself. The [i]Hot Pursuit[/i] rules really are meant to bring some order and consistency to chases, so that they feel like the rest of the d20 ruleset. I think one of the reasons they're underutilized is BECAUSE there isn't a standard set of rules that makes running them easier. With HP, you don't need any more preparation than you do for a combat -- you can run chases completely off the cuff, with obstacles and terrains and all that available to you. I believe that part of a ruleset's job is to give EVERYONE in the group the information they need to be able to make choices and have fun. The problem with running chases without a well-defined ruleset is that your players don't necessarily know what options are available to them and so might not be able to make smarter (or more fun) choices. So the rules are meant to give players lots of options as the chase progresses -- they can look down the list of maneuvers (provided in a handy printable chart you can put on the table for them) and choose one without knowing how it works, just using it to jump-start their imagination. Likewise, the rules give DMs easy-to-adjudicate methods for determining success and failure. Sure, you can just make it up, and I personally love that style, but for lots of people a game is more fun if they can see clearly how outcomes are determined (and then use that knowledge to make smart choices, gamewise). Whew! Long-winded, I sometimes am. Thanks! [/QUOTE]
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