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General Tabletop Discussion
*Dungeons & Dragons
good vehicle chase rules?
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<blockquote data-quote="Fenris-77" data-source="post: 7976484" data-attributes="member: 6993955"><p>I like to use linked progress clocks. The escapee starts X ticks in front, and escapes if he can fill his clock before the pursuer catches up. The escapee can make a variety of skill checks to pull ahead, create obstacles, etc, while the pursuer makes skill checks to avoid obstacles and put on speed. Toss in a couple of basic descriptors - empty curving street, crowded intersection, narrow alley and the like and you have all the narrative tools you need. It works for foot and vehicle chases pretty interchangeably.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7976484, member: 6993955"] I like to use linked progress clocks. The escapee starts X ticks in front, and escapes if he can fill his clock before the pursuer catches up. The escapee can make a variety of skill checks to pull ahead, create obstacles, etc, while the pursuer makes skill checks to avoid obstacles and put on speed. Toss in a couple of basic descriptors - empty curving street, crowded intersection, narrow alley and the like and you have all the narrative tools you need. It works for foot and vehicle chases pretty interchangeably. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
good vehicle chase rules?
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