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<blockquote data-quote="iserith" data-source="post: 8679859" data-attributes="member: 97077"><p>The chase mechanics in the DMG acknowledge that "strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair. Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other." Hence why they put these rules together for DMs to use if they want. This acknowledgement specifically addresses your concerns in points 1 and 2.</p><p></p><p>Per those rules, every quarry gets a chance to hide at the end of every round. It requires no action. (Good ol' level 2+ rogue gets two shots if they want it with Cunning Action!) Hence my comment on hiding being the thing to focus on in most cases if you're the quarry. The rules already contain advantage and disadvantage conditions for the Stealth check based on things like line of sight. (See "Escape Factors" table.)</p><p></p><p>The RAW rules are clunky in my view for a couple of reasons, but I don't think they "suck" in play. They do what they set out to do - give the characters or monsters an opportunity to escape that is resolved outside of normal movement rules and combat actions which, as you say, fail to adequately address this when it arises. When used in play, they do help paint a scene of a frantic chase in the context of the environment where it is occurring. As to what I find clunky:</p><p></p><p>First, you have to keep track of distances still which gets weird when there a lot of creatures with different speeds all moving relative to each other. That's kind of a mess, so I prefer to switch that to zones or the like as I posted an example of above. Second, you roll a Complication on your turn that the creature whose turn it is <em>next </em>has to deal with. That's a bit counterintuitive in my view - just roll to see what that creature gets on their turn is better to me. Then there's the bit about using Inspiration to "pay off" and thereby avoid the complication. That doesn't jive with how we use Inspiration at my table, so I take that bit out. As well, the exhaustion rules that go away on a short rest aren't in sync with the normal rules for exhaustion and I don't care for that. Finally, I don't love how they push complications to be resolved in certain ways with what looks like prescribed ability checks. I prefer to simply present the complication, let the player say how they are dealing with it, and resolve it as normal using ability checks as needed. This keeps it more in line with how all other actions are resolved in the game.</p></blockquote><p></p>
[QUOTE="iserith, post: 8679859, member: 97077"] The chase mechanics in the DMG acknowledge that "strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair. Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other." Hence why they put these rules together for DMs to use if they want. This acknowledgement specifically addresses your concerns in points 1 and 2. Per those rules, every quarry gets a chance to hide at the end of every round. It requires no action. (Good ol' level 2+ rogue gets two shots if they want it with Cunning Action!) Hence my comment on hiding being the thing to focus on in most cases if you're the quarry. The rules already contain advantage and disadvantage conditions for the Stealth check based on things like line of sight. (See "Escape Factors" table.) The RAW rules are clunky in my view for a couple of reasons, but I don't think they "suck" in play. They do what they set out to do - give the characters or monsters an opportunity to escape that is resolved outside of normal movement rules and combat actions which, as you say, fail to adequately address this when it arises. When used in play, they do help paint a scene of a frantic chase in the context of the environment where it is occurring. As to what I find clunky: First, you have to keep track of distances still which gets weird when there a lot of creatures with different speeds all moving relative to each other. That's kind of a mess, so I prefer to switch that to zones or the like as I posted an example of above. Second, you roll a Complication on your turn that the creature whose turn it is [I]next [/I]has to deal with. That's a bit counterintuitive in my view - just roll to see what that creature gets on their turn is better to me. Then there's the bit about using Inspiration to "pay off" and thereby avoid the complication. That doesn't jive with how we use Inspiration at my table, so I take that bit out. As well, the exhaustion rules that go away on a short rest aren't in sync with the normal rules for exhaustion and I don't care for that. Finally, I don't love how they push complications to be resolved in certain ways with what looks like prescribed ability checks. I prefer to simply present the complication, let the player say how they are dealing with it, and resolve it as normal using ability checks as needed. This keeps it more in line with how all other actions are resolved in the game. [/QUOTE]
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