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House Rules for Chases
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<blockquote data-quote="Radiating Gnome" data-source="post: 982679" data-attributes="member: 150"><p>I tried these out last night, and a simple chase lasted 30 rounds before the quarry got away.</p><p></p><p>I need to add some rules about obstacles. Several times during the test chase, the quarry mamanged to create or clear obstacles that the pursuit was not able to clear -- this boosted the quarry's lead considerably, and that's fine, but at one point several obstacles were piling up -- the pursuit had failed to clear the first one when a second came up, etc. </p><p></p><p>On the fly (me sitting at my dinner table alone, rolling dice, there was no one to argue rules with me) I decided that there needs to be another action -- a full round action -- called "find the way around" which clears all obstacles. That still slows the character down, but allows for a way around big roadblocks, and eliminates the problem of accumulated, uncleared obstacles.</p><p></p><p>Other than that, I'm torn -- the chase didn't go on so very long in RL time -- a 3 minute chase, that went from the open (street) to close (department store) to open again, maybe wasn't too long in RL terms, but 30 rounds is a very long time in game terms -- and once the chase went back into the open again I was speeding things up and just using constitution and fort saves to decide it anyway. I need work some of it out -- nail down some details about what sort of actions the things I'm suggesting are, etc. Still in progress.</p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 982679, member: 150"] I tried these out last night, and a simple chase lasted 30 rounds before the quarry got away. I need to add some rules about obstacles. Several times during the test chase, the quarry mamanged to create or clear obstacles that the pursuit was not able to clear -- this boosted the quarry's lead considerably, and that's fine, but at one point several obstacles were piling up -- the pursuit had failed to clear the first one when a second came up, etc. On the fly (me sitting at my dinner table alone, rolling dice, there was no one to argue rules with me) I decided that there needs to be another action -- a full round action -- called "find the way around" which clears all obstacles. That still slows the character down, but allows for a way around big roadblocks, and eliminates the problem of accumulated, uncleared obstacles. Other than that, I'm torn -- the chase didn't go on so very long in RL time -- a 3 minute chase, that went from the open (street) to close (department store) to open again, maybe wasn't too long in RL terms, but 30 rounds is a very long time in game terms -- and once the chase went back into the open again I was speeding things up and just using constitution and fort saves to decide it anyway. I need work some of it out -- nail down some details about what sort of actions the things I'm suggesting are, etc. Still in progress. -rg [/QUOTE]
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