LostSoul
Adventurer
Here is the first draft of my formal procedure for dealing with evasion and pursuit. I'm pretty sure I'm missing some things I wanted to add in, it's confusing, and references other elements of my hack. Any feedback would be appreciated.
The basic idea is that this procedure is used when certain things happen in the game.
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Evasion and Pursuit
There are going to be times during the game where the PCs want to avoid an encounter, or when they wish to confront a foe who is trying to get away from them. When this conflict arises in the fiction, use the following procedure to resolve it.
There are two ways this can occur during the game:
1. Skills in Play
When the conflict between characters is one of evasion and pursuit, and one of the Conditions For Evasion is met (see the table, below), use the following procedures instead of the standard Skills in Play procedure. If the Conditions are not met, resolve the actions using the standard Skills in Play procedure.
2. Skill Combat
When a character in a Skill Combat wishes to withdraw, he must declare specific actions that will take him out of the encounter. To resolve these actions, use the Conditions For Evasion table. If the character's action does not meet one of the conditions for evasion, continue on with Skill Combat. Consult the Skill Combat procedures for more details.
Continue these steps until all characters who wish to evade - and can take actions to evade - have successfully met the conditions for evasion.
Early Withdrawl: Characters who have successfully met the conditions for evasion are removed from the current encounter. They do not need to take actions in the current encounter. For each round that the current encounter continues, they gain one round of Early Withdrawl (see Step 7, below).
Step 1. Determine Number of Rounds
The DM makes a Morale Check to determine how invested the NPCs are in the conflict. This determines the number of rounds in the conflict.
Step 2. DM Sets the Scene
The DM describes the situation, including the terrain and any salient features. Both sides choose if they wish to pursue or evade. If both sides wish to pursue, end this procedure and begin a Skill Combat. If both sides wish to evade, the encounter is over.
Step 3. Declares Actions
The DM declares actions for the NPCs. He describes how they are evading or pursing the PCs.
The players declare actions for their PCs. They describe how they are evading or pursing the NPCs.
Both sides must declare how fast they are moving - sprinting, jogging, or moving slowly.
Step 4. DM Determines DC and NPC Speed
Based on the description of the NPC's and PC's actions, the DM determines a DC for each PC and sets the Speed of the NPCs. Use the table detailed in Skills in Play to determine the DC, and use the NPC's Speed score to determine maximum possible Speed.
Use the Evasion Modifiers Table to determine any modifiers to the DC.
Aid Another: If appropriate to the description of their actions, the NPCs may use Aid Another actions. If so, the DM must roll for the Aid Another action as detailed in Skills in Play; up to 4 characters may contribute Aid. The DC is increased by 2 for each successful Aid Another action.
Step 5. DM Determines Modifiers
Based on the description of the PC's actions, the DM determines modifiers to their rolls. Use the standard procedure for determining modifiers outlined in Skills in Play.
Use the Evasion Modifiers Table to determine any modifiers to the d20 roll.
Step 6. Take Action
Once everyone is happy with their actions, the actions are taken. If the PCs are evading, the PC with the lowest Speed score rolls now. If the PCs are pursuing, the PC with the highest Speed score rolls now. Use Initiative to break any ties in resolution order.
Step 7. Resolve Action
Resolve the action of the PC who just rolled. The character's action is successful if the roll is equal to or greater than the DC. Note that this does not mean that evasion or pursuit has been successful (see step 9).
Early Withdrawl: Characters who make Early Withdrawls may forgoe making a check on their turn. If appropriate to their declared action, they may make an Aid Another check. If the character does wish to make a roll (or set the DC, in the case of an NPC), they lose any Early Withdrawl rounds not yet spent.
Step 9. Tally Failures
Each failure is tallied up. If 3 failures are accrued, end the current procedure and continue on with the in-game situation as it stands - no more evasion or pursuit is possible; the PCs have failed. This may result in successful evasion or another Skill Combat. Use the standard rules to determine what occurs next!
Step 9. Repeat Steps 6-8.
Steps 6 through 8 are repeated for each PC who has not yet rolled.
Step 10. Repeat Steps 2-9 and Award XP
Repeat steps 3 to 9 until the PCs have been through the number of rounds set in step 1.
If the PCs have not yet accrued 3 failures (see Step 9) by that point, the NPCs have given up the game and no longer wish to evade or pursue. End the procedure and continue on with the in-game situation as it stands. XP is awarded as a minor quest based on the average level of the NPCs involved in the conflict.
The basic idea is that this procedure is used when certain things happen in the game.
*
Evasion and Pursuit
There are going to be times during the game where the PCs want to avoid an encounter, or when they wish to confront a foe who is trying to get away from them. When this conflict arises in the fiction, use the following procedure to resolve it.
There are two ways this can occur during the game:
1. Skills in Play
When the conflict between characters is one of evasion and pursuit, and one of the Conditions For Evasion is met (see the table, below), use the following procedures instead of the standard Skills in Play procedure. If the Conditions are not met, resolve the actions using the standard Skills in Play procedure.
2. Skill Combat
When a character in a Skill Combat wishes to withdraw, he must declare specific actions that will take him out of the encounter. To resolve these actions, use the Conditions For Evasion table. If the character's action does not meet one of the conditions for evasion, continue on with Skill Combat. Consult the Skill Combat procedures for more details.
Code:
Conditions For Evasion
Condition Evasion Possible When...
Character moves out of range Distance between characters is greater than the
greater of the following:
The pursuer's Speed x 2 in squares plus reach
The pursuer's Speed plus highest range of any
ranged or area attack
Character moves out of sight The pursuer has no line of sight for two
consecutive rounds, or the pursuer has no line
of sight and is at least 10 squares away
Character hides The character successfully hides and is at least
5 squares away from the pursuer
Continue these steps until all characters who wish to evade - and can take actions to evade - have successfully met the conditions for evasion.
Early Withdrawl: Characters who have successfully met the conditions for evasion are removed from the current encounter. They do not need to take actions in the current encounter. For each round that the current encounter continues, they gain one round of Early Withdrawl (see Step 7, below).
Step 1. Determine Number of Rounds
The DM makes a Morale Check to determine how invested the NPCs are in the conflict. This determines the number of rounds in the conflict.
Code:
Morale Check
Result Rounds
Failure 3
Easy 4
Moderate 5
Hard 6
Step 2. DM Sets the Scene
The DM describes the situation, including the terrain and any salient features. Both sides choose if they wish to pursue or evade. If both sides wish to pursue, end this procedure and begin a Skill Combat. If both sides wish to evade, the encounter is over.
Step 3. Declares Actions
The DM declares actions for the NPCs. He describes how they are evading or pursing the PCs.
The players declare actions for their PCs. They describe how they are evading or pursing the NPCs.
Both sides must declare how fast they are moving - sprinting, jogging, or moving slowly.
Step 4. DM Determines DC and NPC Speed
Based on the description of the NPC's and PC's actions, the DM determines a DC for each PC and sets the Speed of the NPCs. Use the table detailed in Skills in Play to determine the DC, and use the NPC's Speed score to determine maximum possible Speed.
Use the Evasion Modifiers Table to determine any modifiers to the DC.
Aid Another: If appropriate to the description of their actions, the NPCs may use Aid Another actions. If so, the DM must roll for the Aid Another action as detailed in Skills in Play; up to 4 characters may contribute Aid. The DC is increased by 2 for each successful Aid Another action.
Step 5. DM Determines Modifiers
Based on the description of the PC's actions, the DM determines modifiers to their rolls. Use the standard procedure for determining modifiers outlined in Skills in Play.
Use the Evasion Modifiers Table to determine any modifiers to the d20 roll.
Code:
Evasion Modifiers (add all that apply)
Action
Sprinting at full-speed +4 or -5 if doing anything but running blindly
Hiding -5 if Speed is > 2
Speed
Per Difference in Speed +2 to faster character
Favourable Mode of Movement +2
Terrain
Plains or Desert +4 to pursuer
Forest +2 to evader
Mountain or Hills +2 to evader
Moor or Swamp +2 to evader
Dungeon +2 to the DC
Familiar Terrain +2
Tracking
By Scent +2 to pursuer
By Magic +2 to pursuer
Illumination
Favourable +2 to pursuer
Unfavourable +2 to evader
Step 6. Take Action
Once everyone is happy with their actions, the actions are taken. If the PCs are evading, the PC with the lowest Speed score rolls now. If the PCs are pursuing, the PC with the highest Speed score rolls now. Use Initiative to break any ties in resolution order.
Step 7. Resolve Action
Resolve the action of the PC who just rolled. The character's action is successful if the roll is equal to or greater than the DC. Note that this does not mean that evasion or pursuit has been successful (see step 9).
Early Withdrawl: Characters who make Early Withdrawls may forgoe making a check on their turn. If appropriate to their declared action, they may make an Aid Another check. If the character does wish to make a roll (or set the DC, in the case of an NPC), they lose any Early Withdrawl rounds not yet spent.
Step 9. Tally Failures
Each failure is tallied up. If 3 failures are accrued, end the current procedure and continue on with the in-game situation as it stands - no more evasion or pursuit is possible; the PCs have failed. This may result in successful evasion or another Skill Combat. Use the standard rules to determine what occurs next!
Step 9. Repeat Steps 6-8.
Steps 6 through 8 are repeated for each PC who has not yet rolled.
Step 10. Repeat Steps 2-9 and Award XP
Repeat steps 3 to 9 until the PCs have been through the number of rounds set in step 1.
If the PCs have not yet accrued 3 failures (see Step 9) by that point, the NPCs have given up the game and no longer wish to evade or pursue. End the procedure and continue on with the in-game situation as it stands. XP is awarded as a minor quest based on the average level of the NPCs involved in the conflict.