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Community
General Tabletop Discussion
*TTRPGs General
Has anyone actually done "chase scale" vehicle combat?
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<blockquote data-quote="barsoomcore" data-source="post: 2785098" data-attributes="member: 812"><p>The real problem is that it's hard. Chases, especially at vehicle speeds, can cover vast amounts of territory, and present all sorts of obstacles that are really hard to manage at a foot-by-foot level.</p><p></p><p>Consider a combat battle map. Most maps are, what, 30 squares across? If that? That's okay on a combat map because A) most characters are only going to move a maximum of 6 squares per round and B) very few characters are ever going to travel in a straight line for a full round (let alone multiple rounds).</p><p></p><p>But at chase scale, most vehicles are moving 30-odd squares every round (they don't have to decide between moving or acting), AND they're going to be travelling in straight lines round after round, unless the terrain forces turns (which gets pretty silly after the first time you do it).</p><p></p><p>A 1":50' map would have to be room-sized (120 squares = 10 feet across) in order to supply anything like an exciting chase that lasts more than a round. You can't do it.</p><p></p><p>Finally, trying to run chases this way just ends up not feeling like a chase. The question of "catching up with" the target doesn't enter into it -- on your turn, you gain 30 squares. On his turn, he pulls away 30 squares. Repeat each round. It's not like chase scenes in the movies where you and the bad guy run neck-and-neck, trying to force the other into a collision or do something tricky.</p><p></p><p>If you figure out a better way, I'd love to hear about it. But I'm not surprised nobody's made the maps because I don't think there's any market for single-use 10' wide maps.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 2785098, member: 812"] The real problem is that it's hard. Chases, especially at vehicle speeds, can cover vast amounts of territory, and present all sorts of obstacles that are really hard to manage at a foot-by-foot level. Consider a combat battle map. Most maps are, what, 30 squares across? If that? That's okay on a combat map because A) most characters are only going to move a maximum of 6 squares per round and B) very few characters are ever going to travel in a straight line for a full round (let alone multiple rounds). But at chase scale, most vehicles are moving 30-odd squares every round (they don't have to decide between moving or acting), AND they're going to be travelling in straight lines round after round, unless the terrain forces turns (which gets pretty silly after the first time you do it). A 1":50' map would have to be room-sized (120 squares = 10 feet across) in order to supply anything like an exciting chase that lasts more than a round. You can't do it. Finally, trying to run chases this way just ends up not feeling like a chase. The question of "catching up with" the target doesn't enter into it -- on your turn, you gain 30 squares. On his turn, he pulls away 30 squares. Repeat each round. It's not like chase scenes in the movies where you and the bad guy run neck-and-neck, trying to force the other into a collision or do something tricky. If you figure out a better way, I'd love to hear about it. But I'm not surprised nobody's made the maps because I don't think there's any market for single-use 10' wide maps. [/QUOTE]
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Has anyone actually done "chase scale" vehicle combat?
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