Sell Me On A Chase Mechanic

Tequila Sunrise

Adventurer
What the title says. I'm looking for a chase mechanic that I can port over to D&D, which to my knowledge has never done chases well. Your favorite mechanic, along with a broad description of how it works, is appreciated. :)
 
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I stole Spycraft's chase system for d20 Modern. Its maneuvers work much better for driving, though, but could give you ideas.

I've only heard of Hot Pursuit; I've never bought it.
 


Use movement in five foot increments, starting with the base moves of those involved.

Add 1D10 + Dex. mod.

Establish a situationally appropriate distances for losing the people chasing.

Throw in skill checks when necessary.

No muss, no fuss, no conversion. Easy to explain and implement at a moments notice.
 



For Ship P&E I use WS&IM rules
For Overland Tracking P&E I use OS rules, the pursuit scenario card (or search if not tracking)
For Normal Encounter P&E (where creatures can sense each other and on foot or riding) I use my own personal version cobbled together from early D&D.

AD&D's P&E rules are far from perfect, but if you read DMG pages 67-69 you'll see it has some particular sensibilities. The chase scene wasn't the reason for running IMO. It really was more about getting away or stopping someone from doing so. There is still an opportunity for Round by Round actions for changing the odds on evading or catching another, but a good bit of one's action economy (so to speak) is usually taken up in sprinting.

FWIW, if you add in the fatigue rules for running as a strenuous activity, then this stuff gets is often quickly settled with dice rolls. However, having the opportunity do resolve it via ingenuity some other way, round-by-round before chance ultimately decides is what makes this version enjoyably playable rather than "They get away".

"They get away" & "Roll to grab 'em" do happen often enough anyways given the disparity of movement speed (and maneuverability and other stuff) between monsters and at at least the bog standard PC races. Sometimes you're just faster, sometimes they are. Sometimes the dragon can just fly away, sometimes the wizard teleports.
 

Establish a situationally appropriate distances for losing the people chasing.
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