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General Tabletop Discussion
*Dungeons & Dragons
good vehicle chase rules?
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<blockquote data-quote="Coroc" data-source="post: 7976312" data-attributes="member: 6895991"><p>Use some grid with a fitting scale, if you use a map print out some grid on some transparent foil or so.</p><p>If you do not have the means to do so use a Halma board (the checkered side) and some token figures to display velocities / distances etc. Keep in mind that your cart goes faster (maybe, but I assume you want this to be speedy somehow) than your usual 30' per round but slows down in bends and in front of obstacles, I suggest something like 60' so a player dropped off would have a chance to get on again.</p><p></p><p>Make checks in front of obstacles (also for the obstacle e.g. dex save / check to jump out of the way or some other check to see if something breaks for the nonliving objects in the carts way), also before bends, or when the player declare any other unconventional movement.</p><p></p><p>If things get out of hand, e.g. the players might successfully run from the encounter, bec. they have better dice luck then just shoot at the horses or whatever is pulling the wagon. Enemy snipers on rooftops/in the bushes or up the trees beside the road along the way seems like a good idea to me.</p><p></p><p>Edit: Checks for animal handling for controlling the horses, use passive or active perception for other things (estimating bends, recognizing and estimating obstacles)</p></blockquote><p></p>
[QUOTE="Coroc, post: 7976312, member: 6895991"] Use some grid with a fitting scale, if you use a map print out some grid on some transparent foil or so. If you do not have the means to do so use a Halma board (the checkered side) and some token figures to display velocities / distances etc. Keep in mind that your cart goes faster (maybe, but I assume you want this to be speedy somehow) than your usual 30' per round but slows down in bends and in front of obstacles, I suggest something like 60' so a player dropped off would have a chance to get on again. Make checks in front of obstacles (also for the obstacle e.g. dex save / check to jump out of the way or some other check to see if something breaks for the nonliving objects in the carts way), also before bends, or when the player declare any other unconventional movement. If things get out of hand, e.g. the players might successfully run from the encounter, bec. they have better dice luck then just shoot at the horses or whatever is pulling the wagon. Enemy snipers on rooftops/in the bushes or up the trees beside the road along the way seems like a good idea to me. Edit: Checks for animal handling for controlling the horses, use passive or active perception for other things (estimating bends, recognizing and estimating obstacles) [/QUOTE]
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