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Running a chase scene
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<blockquote data-quote="Greenfield" data-source="post: 5656264" data-attributes="member: 6669384"><p>Okay, let's consider a simple approach.</p><p></p><p>Due to darkness and limited vision, as well as terrain modifiers, default speed is a double move, max.</p><p></p><p>Over rough terrain you can try to increase your speed by making balance checks.</p><p></p><p>If the only known limitation is lack of vision, you can try by making Spot checks.</p><p></p><p>In some situations, shortcuts may be available by making Jump or Climb checks.</p><p></p><p>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.</p><p></p><p>Taking corners at high speed is Balance. 4 footed pursuers have an advantage at this.</p><p></p><p>Jumping fences or bounding through brush is a Jump check. The faster runner has the advantage at this one.</p><p></p><p>Higher walls, getting on rooftops or ascending steeper slopes is a Climb check.</p><p></p><p>Each point you succeed by increases your run speed by 5 feet, up to a maximum of a triple move.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>How does that sound, for an off-the cuff approach?</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5656264, member: 6669384"] 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? [/QUOTE]
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