Running a chase scene

Greenfield

Adventurer
I'm looking for advice here.

It's been confirmed that I'm running the Wild Hunt scene next game.

My problem is that there really are no rules for pursuit in 3.5

The PC will get a head start of some as-yet undetermined length, then the horseman and the hounds will set off in pursuit.

Hounds will probably be at a +12 on their Track rolls, due to scent tracking, possibly more. -5 to track at normal speed (50), -10 to track at up to double speed (Swift Tracker), and I'll extrapolate that out to -15 at triple speed and -20 at quad speed (full run).

PC will probably Alter Self to be able to fly. That will completely change his scent, and flat shut down scent tracking. It will also end any real tracks on the ground, unless he's bleeding (a distinct possibility).

But what Track modifier would you have for someone who is flying? IRL dogs can follow a scent in the air, though the trail will drift with the breeze.

And, of course, how do you handle the mechanics of hot pursuit? (Prey in sight and running.) Higher speed wins, end of discussion? Any skills applicable on one side or the other?

I want this to be a good challenge for both sides.
 

log in or register to remove this ad

Terrain obstacles! PCs can jump, climb, tumble, and swim. If the PC has better skill modifiers in these skills than the chasers, that might help even the odds in a fair chase.

Not that anyone should be playing fair, of course.
 

If you have access to Cityscape, it gives some additional rules for urban tracking and tailing individuals if I'm not mistaken.
 

Though I've never had a chance to run a good chase with them, AEG's "Hot Pursuit" is a nice set of d20 chase rules-- and many people regard this pub highly. There's also a suplement, "Hot Pursuit: On Foot", but I don't know if it's still available.
 


I find the Hot Pursuit rules good but not easy to master quickly. I'm running a chase in my next game session, and I just decided to use standard skill checks instead of relying on those rules.

My chase is set on an slight incline in rocky, wooded terrain. The skree makes foot purchase a risky endeavor, so I cut max distance in half (from 4x Speed to Double Speed).

Each round, the runners make a Balance check on the terrain (I use different skills for different types of terrain, and sometimes straight DEX or STR checks, as alluded to in the 3.5 DMG).

If a player wants to do something unexpected, I deal with it as it happens as with any game session. If a player wants his character to catch the runner in front of him, I use opposed Balance checks (on this terrain). If successful, the runner decreases the distance between himself and the character he's trying to catch by one "unit". A unit is equal to the character's Speed rating.

Thus, if John is chasing after Fred, and on John's turn, he wants to try to close distance to Fred, I'll have the players throw opposed Balance checks (on this terrain....could be a STR check or DEX check or some other check depending on what is most logical). If John wins, he increases distance to Fred by 30 feet (John's speed rating). If John fails the throw, then distance remains the same.

On Fred's turn, he can try to increase distance using the same method.

On some rounds, I throw obstacles into the mix. Maybe a downed log is in the way requiring the runner to make a Jump check to clear it. The runner also has the choice or running around the log, avoiding it, but this costs 1 unit of distance. So, the character can either attempt the jump or lose some separation distance in the chase.

Another obstacle is a tree that is growing into a "V" with two trunks sprouting from the original trunk. This is another Jump check.

If a character fails an obstacle check, he falls. Falling does no damage to the character, but he does lose distance equal to 1.5 rounds (thus, a character with Speed 30 who falls loses 3 units or 90 feet).

The rules are flexible to the situation. Bad falls might require a DEX check, or some other sort of check, each round in order to get up, each round losing distance. Or, maybe damage is included in the fall.

Let's say theres a lot of gopher holes in the terrain. I may require a minimum throw on the "Run" check, depending on how fast the character is moving. For example, maybe a DC 5+ is needed on the Balance check while the character is running. This means he can beat the roll of the character he is chasing. He can fail to incrase distance. Or, he might not roll the minimum, indicating that he twisted his ankle in one of the holes.

Etc.




I find this easier than learning Hot Pursuit, but I will second the comment that if you do learn the Hot Pursuit rules (and there's a second book dedicated to Foot Chases, called Hot Pursuit on Foot), that you'll probably like the rule set.

Again, though, I find the lose rules I've outlined above to be just as easy and appropriate for the game.
 

Okay, let's consider a simple approach.

Due to darkness and limited vision, as well as terrain modifiers, default speed is a double move, max.

Over rough terrain you can try to increase your speed by making balance checks.

If the only known limitation is lack of vision, you can try by making Spot checks.

In some situations, shortcuts may be available by making Jump or Climb checks.

Success is relative. The better you do, the more advantage you can take. If you do badly you may fall, be forced to slow down to pick a better route, or run into a dead end.

Taking corners at high speed is Balance. 4 footed pursuers have an advantage at this.

Jumping fences or bounding through brush is a Jump check. The faster runner has the advantage at this one.

Higher walls, getting on rooftops or ascending steeper slopes is a Climb check.

Each point you succeed by increases your run speed by 5 feet, up to a maximum of a triple move.

Each point you fail by drops your speed by 5 feet, to a minimum of a single move. Miss by more than that and you're halted, either fallen, obstructed, or caught in a dead end.

Noting that our Barbarian has a base of 40 and the Shadow Mastiff that I'm basing my hunting hounds on have a 50, the PC will have to take risks. And of course, I'm advancing the hounds as per the book and adding the Celestial template. (They are the servants of a deity, after all.)

For actual pursuit options I'll probably use a simple three D6 system, with each dice representing a possible choice. Whatever challenges or obstacles he faces will have their DCs set by the dice. Usually DC 16 minus the dice value. In some quarters of the city I'll go to 4 dice, while other routes will drop to two dice. And, of course, he'll always have the option of backtracking to previous challenges.

All 6s will mean some special opportunity, such as a fountain or stream where he can break a scent trail. All 1s will mean a dead end, calling for hard choices, and perhaps a backtrack.

How does that sound, for an off-the cuff approach?
 

Pathfinder has chase rules that are available for free. I haven't used them, nor can I compare to other rules that are out there. Looks like a fairly complicated minigame.

I will say that the last time I had to run a chase, I just did opposed Con checks, and it was thrilling.

Some kind of complex check, possibly opposed, can incorporate just about any circumstances and abilities. The rules you're proposing are probably fine.
 

Thanks for the tip.

In this case, CON checks won't work. The PC is a spirit, dead as a doornail, running to try and earn his life back. As such, he has no CON score and, like his pursuers, never has to make such a check.

I'll look at their rules though. If they're good, and comprehensible to the player who won't have seen them yet, I may use them.

<edit>The Pathfinder rules look interesting. I might adapt them to a deck of playing cards, where suits determine type of challenge, and values represent difficulty. I wouldn't use the full deck, naturally, since I don't want the chase to last all night.

Or I could stick with the three dice system. :) </edit>
 
Last edited:

How does that sound, for an off-the cuff approach?

Sounds good to me. Customize for your specific circumstance.

I use Initiative for quick, short runs. I use DEX for sprints. I use CON for long distance runs. And, I use STR if terrain, like up the side of a hill, is an issue.

I'll also use skills when appropriate. My chase happens among the limbs of trees, so I use Balance. Climb and Jump are used for obstacles.
 

Pets & Sidekicks

Remove ads

Top