Making chases on foot more interesting?

Inconsequenti-AL

Breaks Games
I was planning to have an NPC run away from my players, through a city. I suspect they're going to chase her.

No player has a move over 30 and I'm sure no-one will have any move enhancing magic, she has a feat allowing her to increase her total move by 5'/round, so by the numbers: players will move 120'/round at a run vs her 125'/round - she'll slowly (and boringly!) escape.

I'm vaguely thinking of something using some balance, jump, climb and other non-tumble acrobatic skills. Possibly with some endurance checks thrown in for good measure?

Before I write my own, are there any good published rules for foot chases?

I'd like to keep it fairly simple and the closer to the core rules the better?

How would you guys handle it?
 

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Running is possible for (Con) rounds or so... then you can't run for a minute or something.

I prefer to use Dex checks for additional feet/round in chases. Usually chases consist of double moves, tumble checks to hop over market stands, jumps from roof to roof, losing sight of the other one (who dodged into an alley and tries to climb to the roofs), jumping down into the sewers, swimming, hopping through windows...
 

Inconsequenti-AL said:
Before I write my own, are there any good published rules for foot chases?
You could check out Tournaments, Fairs & Taverns by E.N. Publishing. I think you may know someone who has a copy.
 


I have used bluff checks to loose people in a city. Opposed by either Sence motive or Spot (whichever is better at the moment for the chaser).

It seemed to work well.

-Tatsu
 

Morrus said:
You could check out Tournaments, Fairs & Taverns by E.N. Publishing. I think you may know someone who has a copy.
The power relationships in this group must be fascinating. :cool:
 

how strict are you and the players on rules?

make sure you read up on all the skills you are considering using plus movement in general.

run has strict rules about use if you have ruleslawyers present :heh:

maybe you should include random events in the pursuit. overturned carts, dropped caltrops, moving vehicles or obstacles in the way, etc...


i always like the City of ...boxed set that came out in 1989 or so. they had an interesting city adventure based on a chase.

another product to look at is MV1 Midnight on Dagger Alley.

and also Dungeon Magazine had a couple adventures based on running.
 

Great. Tournaments, Fairs & Taverns has got to be worth a look! Really liked the other stuff I've seen so far from that book... The contests, particularly the Arm wrestling stuff, all worked neatly.

I was definitely thinking of chucking some random obstacles in. Those should liven things up somewhat... Carts, objects and pedestrians all sound good. Caltrops sound even better!

I really ought to read up a little more closely on the rules for them(particularly run! - hadn't realised that was (Con) rounds)... This group's not normally too 'rules lawyery' - as long as nothing seems too far from the core/house stuff. If I use stuff that seems really different then they tend to whinge!

I'm betting, that having worked it out, the archer will critically hit the runner on round 1 and the prep time will be wasted! :)



The power dynamics are absolutely fine: The usual - One Man, One Vote.

Just as long as everyone remembers I'm The Man and I have The Vote! :P
 


Sejs said:
Eliminate monks.

Seriously, a monk's super fast movement rate just takes the fun out of any foot chase.

That's a good point!

There isn't anyone in the party with faster than normal movement... No monks or barbarians. Thankfully!

It's weird. Last campaign I ran was high level stuff - teleport, dimension door, et al rendered foot chases a bit pointless.

Thought the novelty would be good.
 

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