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*Dungeons & Dragons
Draft chase rules
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<blockquote data-quote="Asmor" data-source="post: 6394211" data-attributes="member: 1154"><p>This is good feedback, and something I was thinking about myself (although I never actually really even thought of Con... I was more trying to consider what situation would warrant a strength check, but not an athletics check). I really like the idea of using con for the open ground location; make it a test of endurance rather than speed.</p><p></p><p></p><p></p><p>I tend not to think about encumbrance at all, because I never use it. As someone with no experience with that particular system, I wouldn't want to try and design any mechanics based around it.</p><p></p><p></p><p></p><p>When I was first thinking about this, I'd actually considered basing it more heavily on combat, even letting people in adjacent spaces attack each other. One of the issues I came up with that was that Rogues, getting 3 movements per turn, would be massively over-powered.</p><p></p><p>The chase is meant to be more abstract, and speed generally doesn't matter that much except for very specific cards. I also think it's reasonable to say that the rogue's cunning action isn't really meant to increase the class's overall movement rate by 50%; I wouldn't allow them to keep that speed up for a sustained period.</p><p></p><p></p><p></p><p>Maybe it wasn't clear, but the locations are meant to be modular. So you could have one chase that takes place over Open Ground, then the Rope Bridge, then Dense Foliage, and finally another open ground. You can make them go as long as you want. Obviously I need to make more locations for variety's sake, though.</p><p></p><p></p><p></p><p>If people are being pursued, they should be given a head start. Each round, people farthest ahead move first. Initiative only matters for for people in the same spot (or equivalent spots). So having a high initiative doesn't let you catch up to people faster, it just makes it a little easier for you to get ahead of them if you're tied with them.</p><p></p><p></p><p></p><p>This was very helpful, thanks!</p></blockquote><p></p>
[QUOTE="Asmor, post: 6394211, member: 1154"] This is good feedback, and something I was thinking about myself (although I never actually really even thought of Con... I was more trying to consider what situation would warrant a strength check, but not an athletics check). I really like the idea of using con for the open ground location; make it a test of endurance rather than speed. I tend not to think about encumbrance at all, because I never use it. As someone with no experience with that particular system, I wouldn't want to try and design any mechanics based around it. When I was first thinking about this, I'd actually considered basing it more heavily on combat, even letting people in adjacent spaces attack each other. One of the issues I came up with that was that Rogues, getting 3 movements per turn, would be massively over-powered. The chase is meant to be more abstract, and speed generally doesn't matter that much except for very specific cards. I also think it's reasonable to say that the rogue's cunning action isn't really meant to increase the class's overall movement rate by 50%; I wouldn't allow them to keep that speed up for a sustained period. Maybe it wasn't clear, but the locations are meant to be modular. So you could have one chase that takes place over Open Ground, then the Rope Bridge, then Dense Foliage, and finally another open ground. You can make them go as long as you want. Obviously I need to make more locations for variety's sake, though. If people are being pursued, they should be given a head start. Each round, people farthest ahead move first. Initiative only matters for for people in the same spot (or equivalent spots). So having a high initiative doesn't let you catch up to people faster, it just makes it a little easier for you to get ahead of them if you're tied with them. This was very helpful, thanks! [/QUOTE]
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