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General Tabletop Discussion
*Dungeons & Dragons
Making Chase Rules... that actually do what they're supposed to!
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<blockquote data-quote="Psikerlord#" data-source="post: 6867365" data-attributes="member: 93321"><p>I read this thread title and thought - I've got some rules for that! And you had already found them! LOL. Glad someone at least has seen that chase post for DnD hackers guild.</p><p></p><p>I think your variant rules would work well. I especially like your cross paths, convoluted terrain and twist options - I might steal those if you dont mind, haha! </p><p></p><p>I suspect the reckless sprint option might be a bit strong, but I guess it depends on starting distances, and there is a lot of variability in the chase checks and events. I am not sure if the incentive to go first in initiative is worth DC bidding war? I am not familiar with that kind of bidding mechanic. </p><p></p><p>Anecdotally, I've run I think six of these chases using these kinds of rules, using the improvised table and so on, and they've been good fun. I've had at least one end in a capture, and the others were escapes I think. Once the players understood the chase was a little minigame of it's own, standing apart from the usual combat rules, they were on board. </p><p></p><p>I just ran the Primeval Thule Cavern of Golden Tears adventure, with the beastman chase at the start, about 3 weeks ago. It was easily adapted chase wise and worked great with a bit of tribal drum music on roll20! The beastmen ended up caught in poisonous scrub, fighting each other, and the adventurers escaped (they opened the gap sufficiently to escape). </p><p></p><p>Incidentally, we've found easily improvised chases work excellent with a formal "party wide retreat" rule.</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6867365, member: 93321"] I read this thread title and thought - I've got some rules for that! And you had already found them! LOL. Glad someone at least has seen that chase post for DnD hackers guild. I think your variant rules would work well. I especially like your cross paths, convoluted terrain and twist options - I might steal those if you dont mind, haha! I suspect the reckless sprint option might be a bit strong, but I guess it depends on starting distances, and there is a lot of variability in the chase checks and events. I am not sure if the incentive to go first in initiative is worth DC bidding war? I am not familiar with that kind of bidding mechanic. Anecdotally, I've run I think six of these chases using these kinds of rules, using the improvised table and so on, and they've been good fun. I've had at least one end in a capture, and the others were escapes I think. Once the players understood the chase was a little minigame of it's own, standing apart from the usual combat rules, they were on board. I just ran the Primeval Thule Cavern of Golden Tears adventure, with the beastman chase at the start, about 3 weeks ago. It was easily adapted chase wise and worked great with a bit of tribal drum music on roll20! The beastmen ended up caught in poisonous scrub, fighting each other, and the adventurers escaped (they opened the gap sufficiently to escape). Incidentally, we've found easily improvised chases work excellent with a formal "party wide retreat" rule. [/QUOTE]
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Making Chase Rules... that actually do what they're supposed to!
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