Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Making Spycraft chases sizzle
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pielorinho" data-source="post: 1474398" data-attributes="member: 259"><p>Okay, it's been two days since I posted this, and not a single response. Where's my instant gratification that the Internet promised me?</p><p> </p><p>But so that this bump won't be entirely self-serving, I'll add some information: I've sunk about eight hours so far into designing an Access database for handling chases. So far, the database contains about a dozen vehicle templates (motorcycles, and all the cars and trucks). In order to use the system, you have to do the following things:</p><p>* Create a specific predator and prey vehicle. You can create a specific vehicle either directly from the templates (using drop-down menus), or you can draw up a template and screw around with it, increasing or decreasing any of its basic stats.</p><p>* Create specific predator and prey handlers. For most occasions, this'll consist of entering a name and a total drive skill; however, you can also enter pilot, boating, and balance skills for those different kinds of chases.</p><p>* Enter the name of the chase, the starting terrain, the starting lengths, and the starting speed. I may try to get the database to calculate the starting speed.</p><p> </p><p>Once you've gotten all that in (note that most of this stuff can be put in before the session begins by Control), using it is braindead simple. Simply choose a maneuver for the predator and the prey; these maneuvers are limited by the vehicle lengths, such that "cut off," for example, doesn't appear on the list if you're more than zero lengths behind your prey. And enter in any miscellaneous modifiers for predator and prey -- for example, if a daredevil driver took a half-action in the last combat round, put a -2 in the predator's misc. mod. field. Finally, roll a D20 for predator and for prey (I am NOT going to automate dice rolls: that's sacrilege!) and enter the amounts in the appropriate fields.</p><p> </p><p>Then click the "Resolve" button. Several things happen when this button is clicked:</p><p>* The predator or prey get an appropriate bonus for the current terrain.</p><p>* The predator gets a bonus or penalty based on which maneuvers the two parties chose (it's a lot easier to apply a bonus or a penalty to the predator than to apply it to either predator or prey, and give functionally identical results). This is according to the chart on page 188.</p><p>* A final score is calculated for each chase participant and displayed.</p><p>* The scores are compared to one another and the winning maneuver is displayed.</p><p>* The difference between the predator and prey is displayed (a negative number if the prey wins).</p><p>* The length is increased or decreased by the appropriate amount.</p><p>* The speed is temporarily increased or decreased by the appropriate amount (note that according to the errata, all speed changes go away at the end of each round).</p><p>* A narrative describes the action and tells Control of any additional effects that aren't integrated in the database.</p><p> </p><p>For example, Gepetto, driving a Coor's Truck, is chasing Frankie, who is driving Bob's Hog. Gepetto is 28 lengths behind Frankie and chooses to Gun It, while Frankie chooses to Barnstorm through a nearby cornfield in hopes of ending the chase. The GM enters these two maneuvers, rolls a D20 for each participant and enters the results, and clicks the "resolve" button.</p><p> </p><p>The database compares the two maneuvers, granting a -6 on Gepetto's Gun It (normally a +6 on Frankie's maneuver, but see above). Gepetto gets a +2 bonus for having the faster vehicle in an open terrain chase. Frankie ends up with a total result of 25 on his check, whereas Gepetto gets an 18.</p><p> </p><p>The "Victory Maneuver" field displays "Barnstorm". The "Victory Difference" field displays "-7." The "Round Outcome" field displays:</p><p> </p><p> </p><p>Note that this is one point because Frankie is a daredevil and the hog has a ahrdness of 2; total damage = 10-hardness+victory difference, or 10-2-7. If he'd rolled one point higher on his check, it'd read,</p><p> </p><p> </p><p>The appropriate amount would then be subtracted from Bob's Hog's wound points.</p><p> </p><p>It needs a fair amount of debugging right now, but if I can get this polished, would folks be interested in it? Also, are there any copyright concerns with something like this?</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1474398, member: 259"] Okay, it's been two days since I posted this, and not a single response. Where's my instant gratification that the Internet promised me? But so that this bump won't be entirely self-serving, I'll add some information: I've sunk about eight hours so far into designing an Access database for handling chases. So far, the database contains about a dozen vehicle templates (motorcycles, and all the cars and trucks). In order to use the system, you have to do the following things: * Create a specific predator and prey vehicle. You can create a specific vehicle either directly from the templates (using drop-down menus), or you can draw up a template and screw around with it, increasing or decreasing any of its basic stats. * Create specific predator and prey handlers. For most occasions, this'll consist of entering a name and a total drive skill; however, you can also enter pilot, boating, and balance skills for those different kinds of chases. * Enter the name of the chase, the starting terrain, the starting lengths, and the starting speed. I may try to get the database to calculate the starting speed. Once you've gotten all that in (note that most of this stuff can be put in before the session begins by Control), using it is braindead simple. Simply choose a maneuver for the predator and the prey; these maneuvers are limited by the vehicle lengths, such that "cut off," for example, doesn't appear on the list if you're more than zero lengths behind your prey. And enter in any miscellaneous modifiers for predator and prey -- for example, if a daredevil driver took a half-action in the last combat round, put a -2 in the predator's misc. mod. field. Finally, roll a D20 for predator and for prey (I am NOT going to automate dice rolls: that's sacrilege!) and enter the amounts in the appropriate fields. Then click the "Resolve" button. Several things happen when this button is clicked: * The predator or prey get an appropriate bonus for the current terrain. * The predator gets a bonus or penalty based on which maneuvers the two parties chose (it's a lot easier to apply a bonus or a penalty to the predator than to apply it to either predator or prey, and give functionally identical results). This is according to the chart on page 188. * A final score is calculated for each chase participant and displayed. * The scores are compared to one another and the winning maneuver is displayed. * The difference between the predator and prey is displayed (a negative number if the prey wins). * The length is increased or decreased by the appropriate amount. * The speed is temporarily increased or decreased by the appropriate amount (note that according to the errata, all speed changes go away at the end of each round). * A narrative describes the action and tells Control of any additional effects that aren't integrated in the database. For example, Gepetto, driving a Coor's Truck, is chasing Frankie, who is driving Bob's Hog. Gepetto is 28 lengths behind Frankie and chooses to Gun It, while Frankie chooses to Barnstorm through a nearby cornfield in hopes of ending the chase. The GM enters these two maneuvers, rolls a D20 for each participant and enters the results, and clicks the "resolve" button. The database compares the two maneuvers, granting a -6 on Gepetto's Gun It (normally a +6 on Frankie's maneuver, but see above). Gepetto gets a +2 bonus for having the faster vehicle in an open terrain chase. Frankie ends up with a total result of 25 on his check, whereas Gepetto gets an 18. The "Victory Maneuver" field displays "Barnstorm". The "Victory Difference" field displays "-7." The "Round Outcome" field displays: Note that this is one point because Frankie is a daredevil and the hog has a ahrdness of 2; total damage = 10-hardness+victory difference, or 10-2-7. If he'd rolled one point higher on his check, it'd read, The appropriate amount would then be subtracted from Bob's Hog's wound points. It needs a fair amount of debugging right now, but if I can get this polished, would folks be interested in it? Also, are there any copyright concerns with something like this? Daniel [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Making Spycraft chases sizzle
Top