I just read the rules and really, really, REALLY like them. I am a fan of the Spycraft rules, but as has been noted they do not port that easily into other d20 games and settings. I have read everything up to the Examples part on page 30 and have ideas already for including these rules in my first Grim Tales adventure.
I just wish these rules had been around when the party was chasing a Pict through the woods in my Conan campaign.
jezter6 said:
You roll for obstacles for each initiative count (that is 'driving' a vehicle, running, etc), but how does that work if the first guy gets nothing, and the second guy gets a giant obstacle (moat), the 3rd guy gets nothing, and the 4th guy gets a creature.
It seems that obstacles should be a 1 time per round thing and everyone has to work around it (ie: there's a building up ahead, and ALL participants encounter it, not just #2 or #4, but not 1 or 3).
I was just going to ask the same thing. The obstacle rules are unclear in that it seems like we need clarification on who in the chase needs to make a roll. I realize we need to "use our noodle" but some guidelines would have been nice. For example, if the prey jumps a ditch (Moat obstacle), surely the pursuers -- regardless of their distance -- have to do something about the ditch and cannot simply ignore it. On page 12, under Simple Obstacles, it specifically says other drivers can effectively ignore it. Under Complex Obstacles in the last paragraph of page 13 it implies that some size of complex obstacles affect everyone at point blank range. This still leaves the question of people at short range ignoring the Moat. The example on page 24 makes no mention of anyone except the carriage needing to deal with the ditch...
I have some other questions as well, however...
Page7: "HP disregards the ranges between the various pursuers." It doesn't seem to to me, so I wonder what was meant here.
page 15: references to the vehicle out of control checking for obstacles on "the previous driver's turn." Explain. I thought drivers checked on their own turn. So why would an out of control vehicle check on another driver's turn (and have to time travel to do it???). Or do you mean apply the previous check and do not conduct a new one? But with modifiers, you would have to remember what you rolled. Why not a new roll?
Page 17: Table 5-1... the range for Head 'em Off should be "any" including, I believe, Out of Chase altogether. The range for Lose 'em is listed as "Any" although the description for the maneuver has no range listing. (see below)
Page 17: Breakaway maneuver DC listed as 20. The example on page 9 says the DC for this maneuver is 15. Also, there are variable DCs given for pursuers if the maneuver is successful, but on page 9 the example says both pursuers (at different ranges) make DC15 checks.
Page 19: Lose 'Em. What is the range for this? Can you really lose a cop car at point blank on even a crowded highway using this maneuver? What about a foot chase through a crowd? If the pursuer is at point blank range (close enough for melee attacks), can you vanish in thin air?
Page 20: Does Pace cancel the effects of Evasion?
Page 21: Should the damage resulting from Jump Clear be referenced under the Leap Aboard maneuver, where it says: "If the check is missed by more than 5, the acting character is on the ground and out of the chase." Shouldn't we add, "and in a world of hurt."

Depending on the speed of course...
Page 26: The descriptions of the pre-modern vehicles, carriage and cart are given for 2 horses. My first thought is that 2 might be the exception. Does it change things if they only have one?
Finally, maybe I am dense, but how much damage do passengers take in a Crash? Page 28 seems to imply that a passenger in a vehicle with full cover (defined as? how much cover does a passenger car provide?) takes no damage from a crash, or even a collision, which seems wrong unless a passenger car provides only half cover or so. What if the vehicle is destroyed, does this cover multiplier still apply?
Anyway, although these are a lot of questions, I think the system is great. I define great as: easy to use, elegant, and comprehensive.