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*Dungeons & Dragons
Draft chase rules
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<blockquote data-quote="Kobold Stew" data-source="post: 6394210" data-attributes="member: 23484"><p>The chase is really tough to model in RPGs, and some systems are better designed to encourage it than others. D&D, perhaps unfortunately, is at the hard end of the scale (FATE is much more amenable). </p><p></p><p>Your rules may work fine (I've just glanced at them, and not played them), but they do not feel like D&D to me. </p><p></p><p>1. Constitution. Dex is the core ability here, which seems wrong to me for most chases. Dex is already overpowered in the game (giving one more quality is icing the cake with a fourth or fifth layer of icing). Sure, dodging and weaving, but since Dex doesn't affect your base speed (the only stat reasonably tied to speed is Strength), it seems forced. What I would prefer to see is something tied to Consititution -- for anything approaching a real chase, that seems to me to be the most applicable stat (especially given the fixed movement rates in D&D).</p><p></p><p>2. Encumbrance. While verisimilitude is always difficult, I would want to see someone who dropped their stuff and ran to be more effective in a chase than someone who didn't -- enforcing the variant encumbrance rule (p. 176) -- if only for the chase -- would be one step towards that (it's not perfect, but I do like it, and it gets rid of some silliness in weights carried). </p><p></p><p>3. Rogues. Two of the weaker classes have altered movement rates: Monk's unarmoured movement gives a flat bonus (which you include in the advantage mechanic); rogue's cunning action allows 90' move/turn instead of a normal 60' (which you do not). By not accommodating classes that specialize in movement, you remove some strengths of those classes.</p><p></p><p>4. Longer chases. The examples you give are quite short; often chases are longer and through a city lot labyrinth -- that obviously is where endurance comes into it, but sight lines, etc. become a factor. </p><p></p><p>5. While you are using initiative order, that too seems counter-intuitive, since it will mean some chases are over before they start. That may be what you want, but it means much of the complication of a chase mechanic just isn't needed.</p><p></p><p>I hope this outlines why I'd have reservations with this proposal in D&D; I know I have struggled to write effective chase rules in another game. In certain games, these might work very well.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6394210, member: 23484"] The chase is really tough to model in RPGs, and some systems are better designed to encourage it than others. D&D, perhaps unfortunately, is at the hard end of the scale (FATE is much more amenable). Your rules may work fine (I've just glanced at them, and not played them), but they do not feel like D&D to me. 1. Constitution. Dex is the core ability here, which seems wrong to me for most chases. Dex is already overpowered in the game (giving one more quality is icing the cake with a fourth or fifth layer of icing). Sure, dodging and weaving, but since Dex doesn't affect your base speed (the only stat reasonably tied to speed is Strength), it seems forced. What I would prefer to see is something tied to Consititution -- for anything approaching a real chase, that seems to me to be the most applicable stat (especially given the fixed movement rates in D&D). 2. Encumbrance. While verisimilitude is always difficult, I would want to see someone who dropped their stuff and ran to be more effective in a chase than someone who didn't -- enforcing the variant encumbrance rule (p. 176) -- if only for the chase -- would be one step towards that (it's not perfect, but I do like it, and it gets rid of some silliness in weights carried). 3. Rogues. Two of the weaker classes have altered movement rates: Monk's unarmoured movement gives a flat bonus (which you include in the advantage mechanic); rogue's cunning action allows 90' move/turn instead of a normal 60' (which you do not). By not accommodating classes that specialize in movement, you remove some strengths of those classes. 4. Longer chases. The examples you give are quite short; often chases are longer and through a city lot labyrinth -- that obviously is where endurance comes into it, but sight lines, etc. become a factor. 5. While you are using initiative order, that too seems counter-intuitive, since it will mean some chases are over before they start. That may be what you want, but it means much of the complication of a chase mechanic just isn't needed. I hope this outlines why I'd have reservations with this proposal in D&D; I know I have struggled to write effective chase rules in another game. In certain games, these might work very well. [/QUOTE]
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