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Hot Pursuit: The Definitive D20 Guide to Chases
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<blockquote data-quote="Radiating Gnome" data-source="post: 2124907" data-attributes="member: 150"><p>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. </p><p></p><p>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. </p><p></p><p>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 . . .</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 2124907, member: 150"] 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 [/QUOTE]
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