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<blockquote data-quote="Manbearcat" data-source="post: 6151502" data-attributes="member: 6696971"><p>This exactly. "I Disengage (getting half of my move) and use my move to flee (1.5 movement)." "Yeah, well I use my action to Hustle (full move) and then use my move to run up to him and engage (2.0 * movement). Even if he naturally runs well faster than me, I catch him." GM ponders terrain, twists, turns, ladders, climb rules, etc and wonders if its really worth the mental overhead and table handling time as the odds of escape at this game are approximately 1.8 %..."ok, you catch him and combat ensues...screw it, he's dead." </p><p></p><p>Action economy, the Disengage Action, and tactical movement modes work in the closed scene of the combat encounter. They break down outside of that when you enter the arena of abstract conflict resolution. Abstract chases and pursuits require something akin to the singular, modified percentage chance to an abstract conflict resolution system whereby you're measuring success based on accrued levels of stress or failures (eg Fate, MHRP, 4e). </p><p></p><p>You can go with a binary, one-off Str (Athleticism) versus Strength (Athleticism), Dexterity (Stealth) or Wisdom (Dungeoneering/knowing the layout of the area) contest. However, in a lot of cases that would provide too much success for the fleeing party and may not provide much excitement/tension/fun/dynamism for abstract conflict resolution.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6151502, member: 6696971"] This exactly. "I Disengage (getting half of my move) and use my move to flee (1.5 movement)." "Yeah, well I use my action to Hustle (full move) and then use my move to run up to him and engage (2.0 * movement). Even if he naturally runs well faster than me, I catch him." GM ponders terrain, twists, turns, ladders, climb rules, etc and wonders if its really worth the mental overhead and table handling time as the odds of escape at this game are approximately 1.8 %..."ok, you catch him and combat ensues...screw it, he's dead." Action economy, the Disengage Action, and tactical movement modes work in the closed scene of the combat encounter. They break down outside of that when you enter the arena of abstract conflict resolution. Abstract chases and pursuits require something akin to the singular, modified percentage chance to an abstract conflict resolution system whereby you're measuring success based on accrued levels of stress or failures (eg Fate, MHRP, 4e). You can go with a binary, one-off Str (Athleticism) versus Strength (Athleticism), Dexterity (Stealth) or Wisdom (Dungeoneering/knowing the layout of the area) contest. However, in a lot of cases that would provide too much success for the fleeing party and may not provide much excitement/tension/fun/dynamism for abstract conflict resolution. [/QUOTE]
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