Hot Pursuit: The Definitive D20 Guide to Chases

Crothian

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Finally, the thrill of the chase comes to your D20 campaign!

Hot Pursuit: The Definitive D20 Guide to Chases gives Gamemasters the ability to add exciting chase scenes to ANY d20 game--Fantasy, Modern, Future or Past.

Written by Corey Reid, Hot Pursuit lets you experience the thrill of the thunder of horse's hooves, the rattle of wagon wheels, the pealing screech of tires, or the scream of jet engines as your player-characters enact chase scenes to rival those found on the big screen.

In Hot Pursuit, chases are given the same focus given to combat, rather than just cursory coverage. Rules are given for the affects of the environment upon the chase, maneuvers (including passenger maneuvers, so that nobody is left out of the excitement), obstacles, mounts, vehicles and more.

Written for both the core d20 rules and Modern d20, Hot Pursuit: The Definitive D20 Guide to Chases is everything you'll ever need to run chase sequences in your games, regardless of time period or setting.


THE GAME TEXT IN THIS PRODUCT IS 100% OPEN CONTENT
 

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Hot Pursuit
By Corey Reid
Adamant Entertainment product number ADM2005
42-page PDF, $6.50

Hot Pursuit is an interesting little PDF devoted to the subject of chases. It's the first product I've seen by either author Corey Reid (perhaps better well known as "barsoomcore" on the EN World messageboards) or Adamant Entertainment, but Hot Pursuit will forever after make me look favorable on works by either.

The cover art is a simple piece showing a fast car, a spaceship, and 3 horses with riders, all superimposed upon a "red leather" background. It does a good job of getting across the idea that this PDF is meant to cover all types of d20 RPGs, whatever the genre, but is perhaps less effective at getting across the concept of "the chase," as only the mounted riders seem to be doing any chasing - the speeding car and speeding spacecraft are each solo. In any case, it's a nice piece, and I wish I could give credit where credit is due, but the only information the PDF gives about the cover art is "Artwork courtesy of Jupitermedia Corporation."

The interior artwork consists of 16 black-and-white illustrations of varying degrees of quality, again, with no hint as to who the individual artists might have been. Some of these are quite obviously paintings (like the horseback chase scene on page 33), while some are intricately detailed pen-and-ink drawings (the camelback skirmish on page 11), and some, like the car chase on page 12, are very simple line drawings with no attempts at shading. (That last one was badly pixelated, too, meaning it was probably blown up to its current size from a much smaller drawing.) We also get one instance of rerun artwork, when two of the horseback rider silhouettes from the cover show up on page 6. I also wonder about the ground stability of the gyrocopter on page 26, which seems to only sport two wheels. (Must make landings a bit difficult!) Taken as a whole, I'd put the artwork in Hot Pursuit at about average.

As for the proofreading and editing, I noted quite a few picky little errors (the kind that nitpickers like myself find irritating), but according to an EN World thread about this PDF quite a few of these have already been pointed out to the author/editor, and apparently they already are being (or soon will be) corrected. I'll still go ahead and pass on the list I compiled to Adamant, since I'm going off of the "alpha release" version of the PDF.

Okay, with that out of the way, it's time to get to the heart of the matter: the actual written content of Hot Pursuit. The short version: I was impressed. How impressed? Impressed enough to adopt this chase system into my own games, for one. Corey has done a great job in creating a cohesive set of rules allowing the DM to run his players' characters through all sorts of exciting chases. (The term "cinematic" has seen a lot of use recently, perhaps even bordering on overuse, but that's a pretty good term to use for the way he's set up the chases.) Several things really pleased me as to the way he went about these rules:

* No Maps. Good call there, as I think having everything laid out for everyone to see would diminish the experience. (If you're going for a "cinematic experience," there's no cinema like the one in your mind's eye!) Also, with the speeds commonly attained during chase scenes, doing this on a battlemat would be problematic at best.

* Genre generic. By taking the generic approach, Corey has widened the utility of the product, since it's equally usable by players of D&D, d20 Modern, d20 Future, or the upcoming d20 Past. Really, as long as you're using a d20 system, this product will be useful to you. (I could also see it being of use to games using other systems, as it's really not a complicated system once you break it down and it could probably be tweaked into other systems with little effort.)

* Examples. Examples always help when learning a new rule, and Corey's given us an ongoing example throughout the PDF that picks up where it last left off, which not coincidentally is right at the time that the latest rules concept is about to come into play.

I also have to comment upon Corey's writing style. It's very laid back, and reading through it almost makes it feel as if Corey's there in the room with you, explaining the material verbally. He's rather a whimsical writer, too, as best exemplified by his use of the "+4 fruit cart bonus," which grants a chase participant a bonus to their Crash checks after smashing through a fruit cart (in an obvious homage to countless movies with chase scenes, where fruit cart vendors always seem to have targets painted on their wares).

If I have to point to anything negative in Hot Pursuit, it would be that the material is geared much more heavily not only toward chases between people in vehicles and/or mounted on animals (as opposed to chases on foot), but also much more toward land-based chases than chases through other environments. Sure, Corey makes a nod toward chases on water, in the air, and in space, but there's not a lot of material there. (The "In Outer Space" section starts out "Honestly, you're kind of on your own here.") On the plus side, he's also noted (on the EN World messageboards) that there's a good possibility that he might come up with some further supplements that will look at chases in these other environments.

I also have some nitpicking to do on the fact that there are three types of maneuvers (chase, passenger, and obstacle), but "Hard Brake" is both a chase maneuver and an obstacle maneuver; worse yet, the two maneuvers have different characteristics. I think that renaming one of them might dispel some potential confusion in this area.

As a whole, though, I feel Hot Pursuit rates strongly in the "high 4 (Good)" range. It's a nice product that fills a niche not really covered all that well in the core rules (well, in the D&D core rules, anyway - I'm not familiar with the d20 Modern core rules, but I'm willing to bet they're pretty similar) and covers its material well. I'll be keeping an eye out for anything further Corey Reid might write in the future; with Hot Pursuit, he's made my "writers to check out" list.
 
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good for d20 Call of Cthulhu

It sounds like this product would go well with d20 Call of Cthulhu. That game (as well as the original BRP version) sorely needs chase rules, much more so than combat rules.
 


Hot Pursuit: The Definitive D20 Guide to Chases

For more than a decade I have relied on a sheet from the TSR Dungeon Masters Design Kit for running chases. Ironically it has served me far better in 3rd edition than it did in the edition it was designed for back in 1988.

However Hot Pursuit looked like something that might serve for chases that are more off the cuff, though I will be the first to admit that spontaneity is not my strongest point. So after waffling for a week or two I buckled and made my purchase. I would use it in the next session of OGL Steampunk game I ran.

Looking Her Over

I will start with my biggest negative comment first, both to get it out of the way and because while it is annoying it in no way detracts from the rules - This book is not printer friendly! A color cover was easy enough to exclude from printing, but every page has a color border. Even when printed in black and white the border eats ink. It also slows the response time of Acrobat Reader on my computer. I am not going to complain about the illustrations, looking at straight up text can get wearing fairly quickly, though some of the pictures are a tad on the static side, a vehicle just sitting there, looking pretty rather than illustrating the theme of the chase, but the borders are a great annoyance. The lack of bookmarks was a minor annoyance, since a printed copy will be required during the games anyway.

Sitting in the Driver’s Seat

Right from the start I could tell that this was going to be better for handling off the cuff chases much better than the Chases sheet from my ancient copy of the DM’s Design Kit. No miniatures, no map, allowing the DM to make stuff up as he goes along... Uh oh! That is exactly my weak point! However a quick glance tells me that a quick break to the ‘little boy’s room’ will be sufficient to come up with something to throw at the players, filling out the Chase table, and making notes as to possible NPC actions, and obstacles to make life harder for PC and NPC alike. Sadly this brought me back to the old TSR Chase sheet again, as I saw how it could be worked in... (Bad Grump! Bad!) Alternatively the chance of obstacles can be rolled off the cuff, from round to round. A number of obstacles are described, and it easy to come up with others, write them down, and use them later. The writing style is breezy, and humorous, so I am going to write the remains of this review in a similarly light hearted vein. For the first use I would set aside my beloved chase sheets and try the rules raw.

The Chase Begins!

Unsurprisingly a chase begins when somebody tries to run away and somebody else tries to chase them down. The author suggests starting things with words to the effect of ‘A chase ensues’, preferably with great enthusiasm.

A chase is handled much like a standard combat, with initiative being rolled and everyone acting in their appropriate turns. A few pieces of simplification are used, because it is assumed that everybody is moving only standard actions are considered, no full attack etc, they are spending their move actions just staying in the race. And because it is a chase it is assumed that everyone is going as fast as they possibly can. Vehicle and creature speeds grant a bonus or a penalty to the maneuvers to catch up and to get away, the creature or vehicle itself may also have a maneuver penalty aside from its speed.

Each participant chooses a maneuver, and rolls the appropriate skill, with the modifiers that are called for by speed and terrain, as well as the opponents maneuvers. Drivers can choose from Chase maneuvers, while passengers are relegated to passenger maneuvers. A successful ‘One Hand on the Wheel’ maneuver allows the driver to make a passenger maneuver, while ‘Take Charge!’ allows a passenger to seize control of the vehicle. For unopposed checks a DC is provided.

He’s Getting away!
Or
Now We’ve Got Him!


Success and failure on the chase maneuvers affects the range of combat, if the quarry gets far enough ahead the chase ends, while if his vehicle can be disabled the hunters catch him up. This may end the chase immediately or merely transform the chase into a standard combat round, depending on circumstances. In my single playing with the rules the quarry ended the chase by standing their ground and blowing the ornithopter that was chasing them out of the sky with a well thrown grenade. Rather an abrupt ending, as the unfortunate pilot, who survived the grenade, did not survive the crash.

Brace for Impact!

On every driver’s turn a roll is made for whether an obstacle crops up, in those cases the driver must choose an obstacle maneuver, swerving, braking, or trying to barrel on through. With the old chase sheet I set up some obstacles that will affect both quarry and hunter. In thechase that I have run the quarry was on foot, running through open country while being chased by a bad guy in an ornithopter. In their favor the bad guy’s job was to follow them so that more villains could find them and capture them. Because of the disparity in travel types I set up two lists for obstacles, one, the more common of the two, for foot, while the other, rarer occurrences were for air. (A flock of startled birds being the only one that came up, and was deftly avoided.) If a collision occurs then the vehicle, and possibly the passengers, can end up damaged or wounded.

There She Is! A Beauty, Ain’t She?

A list of creatures and vehicles and their properties allows the selection of the appropriate speeds for the chase, and the modifiers for how responsive the creature or vehicle is. A piece of advice: Do not expect a triceratops to be the most maneuverable mount... And for reasons I cannot comprehend a camel has a higher rating than a horse... I had to create the stats for the ornithopter, which I had prepared before the chase began. There was a potential for the PCs to be mounted, however the PCs never made it to the stables so I did not have a chance to test their riding ability. When D20 Past comes out it may contain some of the vehicles that I need for my Victorian Era setting. Conversion between Ogl Steampunk and Hot Pursuit was easy, but not too many standard vehicles are covered in OGL Steampunk. (The ornithopter on the other hand was very easy to translate.)

At this point some Chase related feats, or at least the implications of existing feats would have been nice, not even athletic or run was taken into account. In fact no rules for either exhaustion or running out of fuel are provided, so in theory the chase could have gone on forever without a final result.

Taking a Well Deserved Break

Ironically the chase ended when the PCs gave up on running away and hiding, a result that I had not anticipated. Truncated as it was the chase lasted about 15 or 20 minutes, with a number of tense moments. I will be using the rules again, and they are now living in my house rule binder inside of my backpack. You know it’s good when everybody is standing up and yelling at each other in character. As a result rating this is somewhat hard, the chase itself was a blast, but between the omission of feats, the lack of bookmarks, and the printer antagonistic nature of this work it loses a point, so a total of 4/5, or 8/10. If I did not have those minor annoyances it would rise to 5/5 or 9/10 for giving me a great time at the game.

The Auld Grump
 
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Great review, especially since it agrees with my own opinion 100% :) It would have been great if they included both a "screen" and "printer-friendly" version. I'm not a publisher, but I can't imagine it's too tough to do. Maybe there are issues I am unaware of.

But the rules are GREAT. Chases in d20 have long been a sore point with me and these rules handle them very very well. Maybe if enough of us ask for it, we can get a follow-up publication with those feats, new skill uses and so on.

But as is, I've gone from dreading chases to anticipating them with great relish.
 


Horses are faster than camels over short distances, but a camel can run at a trot all day if it has to; horses (and most other animals) tire very quickly ... they're also quite omni-directional (their hip joints permit their legs quite a large degree of lateral movement). They're really pretty amazing animals. Despite the entry in the Monster Manual, camels can't really "bite" in the traditional sense (they have no upper jaw, just a plate that the lower jaw grinds food against) (although that could explain the Bite attack's low rating) but I'm amazed that they have no "kick" attack, because camels love to kick -- in just about any direction!

Fun camel trivia fact: camels do not "store water" in their hump or anywhere else, other than their body tissues and fat just like any other animal. The reason camels do so well in arid environments is that they are excellent at water conservation; they lose very little water from their bodies compared to most other animals. Most mammals perspire to lower their body temperature; camels just let their body temperature rise and only perspire in extreme conditions.

We now return you to your regular camel-free EN World.
 

I disagree a bit with the desire for new chase feats. One of the things that I like best about the system is that it does not introduce a host of new feats that the PCs will have to spend their energy on.

If there were a weak spot in the rules for me and my game experience, it would be the lack of detailed handling of foot chases. They provide some guidelines, but they were not quite detailed enough, and could have done a bit more.

We did, however, two weeks ago, run a session with a foot chase as our first experiment with the rules, and it was fantastic. We had a great time,the chase moved pretty quickly, especially after the first handful of rounds when everyone got used to the rules. And the chase was very cinematic, given that it took place in Sharn (city of towers) and both the pursued and most of the PCs chasing him had rings of feather fall, making it a footrace with some long jumps trom tall towers . . .

Since then, though, I think I'm going to add a little complexity to the foot chase rules -- notably, rules on endurance. Everything you need is right there in the PhB or the Hot Pursuit system, it just isn't quite put together.

According to the PhB, a character can run for a number of rounds equal to her CON score, then has to start making rolls to keep running. As soon as she fails, she can no longer run (but could still double move). By adding this to the system, and tracking the change in speed for chase participants as they become too tired to run, it's possible to play out a chase where the pursued manages to simply outrun the pursuit, or the pursuit manages to stay on the chase until the pursued is too tired to keep running. Of course, after one minute (10 rounds) of not running, the character will be able to start running again.

In terrain where the tops speed is not a run, my house rule states that the effort involved in the chase still requires the con checks. However, once a character is exhausted, tight quarters will offset the disadvantage of the slower speed.

If the DM wanted to track it, he could allow chase participants to elect to set their chase speed to EITHER their double move speed OR their Run speed. That flies in the face of the "in a chase everyone moves as fast as they can" core concept, but it's possibily a useful mechanic, allowing faster characters to save up a burst of speed for moments when they really need it, etc.

Crash results for foot chases are also a problem -- basically, the rules as written just make a participant fall prone on a crash, with no damage, but we found that on a crash, having a character inflict basic unarmed damage on herself (so 1d3 + STR for a Medium sized character) does a pretty good job of reflecting the pain of smacking one's head into a filing cabinet in the middle of a chase.

Still, these are just ideas we're playing with to make ourselves a little happier with a system that we like a lot, and will continue to use in our ongoing games.
-rg
 

Thanks for this review, AuldGrump. Your effort is much appreciated. :) Since this is yet another great review for this product, I may have to pick it up.
 

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