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Melee combat on the run
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<blockquote data-quote="Hriston" data-source="post: 7984941" data-attributes="member: 6787503"><p>I recently used these rules for an urban chase sequence, so they're fresh in my mind, and I found the complications added something to the experience. A PC had decided to spend the night alone on the city streets and had an encounter with some watchmen. The lieutenant in charge began to question her from 30 feet away, but instead of answering the lieutenant's questions, the PC decided to cast <em>thaumaturgy </em>on the lieutenant's torch in an effort to blind and distract the watchmen, so she could escape. I called for initiative to see if the PC could complete her verbal component before the lieutenant closed the distance between them to apprehend her.</p><p></p><p>The PC won the initiative roll, but seeing the lieutenant coming for her, she decided to drop the casting and use her action to dash away. The lieutenant and her men gave chase, and the group of watchmen immediately faced a complication that involved slipping and falling prone. It happened to be raining, so I said they had slipped on the wet cobblestones, which cost those that failed their save half their speed getting up from prone. </p><p></p><p>The next complication was a "maze" of barrels that the PC had to get through in order to continue forward. She successfully made a check to vault over them. I realized at that point that one of the shortcomings of the chase rules is that they're written as if a complication only affects the participant(s) for whom the complication is rolled, whereas logically many if not all of them would have a downstream effect on anyone coming after, and I decided that the watchmen would also have to get through the maze to continue their pursuit, which ended up slowing down the lieutenant somewhat.</p><p></p><p>The larger group of watchmen encountered another complication which slowed some of them down. I decided it was a cart that had pulled around a corner after the PC and the lieutenant had passed, blocking the street, but it really wasn't important as they were pretty far back already.</p><p></p><p>At this point, the PC was on the verge of having to make a CON check to avoid exhaustion, but decided to dash again to try to swim across an underground storm water tunnel that was blocking her path. She failed the check, incurring a level of exhaustion, and also failed to swim against the current and was swept away, which ejected her from the city and ended the chase.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7984941, member: 6787503"] I recently used these rules for an urban chase sequence, so they're fresh in my mind, and I found the complications added something to the experience. A PC had decided to spend the night alone on the city streets and had an encounter with some watchmen. The lieutenant in charge began to question her from 30 feet away, but instead of answering the lieutenant's questions, the PC decided to cast [I]thaumaturgy [/I]on the lieutenant's torch in an effort to blind and distract the watchmen, so she could escape. I called for initiative to see if the PC could complete her verbal component before the lieutenant closed the distance between them to apprehend her. The PC won the initiative roll, but seeing the lieutenant coming for her, she decided to drop the casting and use her action to dash away. The lieutenant and her men gave chase, and the group of watchmen immediately faced a complication that involved slipping and falling prone. It happened to be raining, so I said they had slipped on the wet cobblestones, which cost those that failed their save half their speed getting up from prone. The next complication was a "maze" of barrels that the PC had to get through in order to continue forward. She successfully made a check to vault over them. I realized at that point that one of the shortcomings of the chase rules is that they're written as if a complication only affects the participant(s) for whom the complication is rolled, whereas logically many if not all of them would have a downstream effect on anyone coming after, and I decided that the watchmen would also have to get through the maze to continue their pursuit, which ended up slowing down the lieutenant somewhat. The larger group of watchmen encountered another complication which slowed some of them down. I decided it was a cart that had pulled around a corner after the PC and the lieutenant had passed, blocking the street, but it really wasn't important as they were pretty far back already. At this point, the PC was on the verge of having to make a CON check to avoid exhaustion, but decided to dash again to try to swim across an underground storm water tunnel that was blocking her path. She failed the check, incurring a level of exhaustion, and also failed to swim against the current and was swept away, which ejected her from the city and ended the chase. [/QUOTE]
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