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<blockquote data-quote="Manbearcat" data-source="post: 6151529" data-attributes="member: 6696971"><p>1 - Base/Core rules can have a % chance to get away/retreat/evade pursuit based on speed and base group size.</p><p></p><p>2 - A module could have a more complex resolution system of chases whereby:</p><p></p><p>- Each side has a stress die equal to the highest hit die member of the group.</p><p>- The group with greater numbers steps up their stress die by one.</p><p>- Each group begins the conflict resolution at d4 stress.</p><p>- The GM frames the initial contest of the chase/evasion around the dynamics of the situation and then frames each successive contest around the evolving narrative.</p><p>- The resolution of each contest raises the losing side's stress die by one (eg from d4 to d6).</p><p>- Whichever side reaches their stress die first loses (eg is caught or whatever losing means for them in the scenario).</p><p></p><p>Quick example:</p><p></p><p>Bob the Ranger has infiltrated a gnoll's camp in a dense thicket. He gathers his intellegence and is ready to leave the area unnoticed when a gnoll sentinel who is coming back from a hunt sees him. Combat is engaged. Bob slays the gnoll but not before he howls a warning. The encampment comes alive with answering howls and falls upon him. He flees.</p><p></p><p>- Bob has d10 stress die (d10 hit dice).</p><p>- The gnolls are all d8 hit dice so they each have a d8 stress die. However, they have numbers so step it up to d10.</p><p>- Bob and the gnolls start the chase/conflict out at d4 stress.</p><p>- Several contests later (Stealth, Athletics, Nature...whatever is framed), Bob gets the gnolls to d10 stress (from the original d4) which is their stress die. The gnolls lose. Bob evades their pursuit and escapes with whatever information he needed (and his head).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6151529, member: 6696971"] 1 - Base/Core rules can have a % chance to get away/retreat/evade pursuit based on speed and base group size. 2 - A module could have a more complex resolution system of chases whereby: - Each side has a stress die equal to the highest hit die member of the group. - The group with greater numbers steps up their stress die by one. - Each group begins the conflict resolution at d4 stress. - The GM frames the initial contest of the chase/evasion around the dynamics of the situation and then frames each successive contest around the evolving narrative. - The resolution of each contest raises the losing side's stress die by one (eg from d4 to d6). - Whichever side reaches their stress die first loses (eg is caught or whatever losing means for them in the scenario). Quick example: Bob the Ranger has infiltrated a gnoll's camp in a dense thicket. He gathers his intellegence and is ready to leave the area unnoticed when a gnoll sentinel who is coming back from a hunt sees him. Combat is engaged. Bob slays the gnoll but not before he howls a warning. The encampment comes alive with answering howls and falls upon him. He flees. - Bob has d10 stress die (d10 hit dice). - The gnolls are all d8 hit dice so they each have a d8 stress die. However, they have numbers so step it up to d10. - Bob and the gnolls start the chase/conflict out at d4 stress. - Several contests later (Stealth, Athletics, Nature...whatever is framed), Bob gets the gnolls to d10 stress (from the original d4) which is their stress die. The gnolls lose. Bob evades their pursuit and escapes with whatever information he needed (and his head). [/QUOTE]
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