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Good pursuit rules?
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<blockquote data-quote="Piratecat" data-source="post: 5039383" data-attributes="member: 2"><p>If you don't mind a 4e-ish approach, I'm using something that might work. It's laid out in post #668 and (on the previous page) #649 of <a href="http://www.enworld.org/forum/general-rpg-discussion/242305-running-player-commentary-pcats-d-d-4th-edition-campaign-34.html" target="_blank">this thread</a>. The simple version: </p><p></p><p>1. Each round, let PCs pick an appropriate skill - it might be streetwise for running in a city, or stealth for trying to get out of sight, or endurance for out-distancing the foe, whatever. Each PC makes a skill check. </p><p> --> Record a running tally for each person.</p><p> --> If a PC wants to make a standard action instead of purely fleeing, halve the number.</p><p> --> One PC can help another at a 2:1 conversion -- so I'd sacrifice 6 points off my skill roll to add 3 to yours.</p><p></p><p>2. Pick an arbitrary number at which the group escapes or is caught. I often use 200 for a medium length chase, about 4-5 rounds at 6th level. </p><p></p><p>3. At the start of the chase, give the group that's ahead a one-time bonus depending on how big a head start they get. One round might be 25-50.</p><p></p><p>4. Each round every PC, as well as the bad guys, roll. </p><p></p><p>5. If the escaping group hits the target number first, they lose their pursuers. If the chasers pass the group's number, they've caught up into melee range.</p><p></p><p>If you want the group as a whole to succeed or fail, average out all their rolls each round (or just roll once and average out their bonuses). If you do this, tweak the 2:1 aid another conversion.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5039383, member: 2"] If you don't mind a 4e-ish approach, I'm using something that might work. It's laid out in post #668 and (on the previous page) #649 of [url=http://www.enworld.org/forum/general-rpg-discussion/242305-running-player-commentary-pcats-d-d-4th-edition-campaign-34.html]this thread[/url]. The simple version: 1. Each round, let PCs pick an appropriate skill - it might be streetwise for running in a city, or stealth for trying to get out of sight, or endurance for out-distancing the foe, whatever. Each PC makes a skill check. --> Record a running tally for each person. --> If a PC wants to make a standard action instead of purely fleeing, halve the number. --> One PC can help another at a 2:1 conversion -- so I'd sacrifice 6 points off my skill roll to add 3 to yours. 2. Pick an arbitrary number at which the group escapes or is caught. I often use 200 for a medium length chase, about 4-5 rounds at 6th level. 3. At the start of the chase, give the group that's ahead a one-time bonus depending on how big a head start they get. One round might be 25-50. 4. Each round every PC, as well as the bad guys, roll. 5. If the escaping group hits the target number first, they lose their pursuers. If the chasers pass the group's number, they've caught up into melee range. If you want the group as a whole to succeed or fail, average out all their rolls each round (or just roll once and average out their bonuses). If you do this, tweak the 2:1 aid another conversion. [/QUOTE]
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