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Sell Me On A Chase Mechanic
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<blockquote data-quote="Radiating Gnome" data-source="post: 5913257" data-attributes="member: 150"><p>I've got Hot Pursuit and used it back when I ran 3.5. For 4e, more often than not, I'll use a skill challenge-based system to handle a chase. </p><p></p><p>I also have the deck of <a href="http://paizo.com/products/btpy8g7o?GameMastery-Chase-Cards-Deck" target="_blank">chase cards that Paizo produces </a>-- pretty cool quicky chase system that could be easily adapted to 4e. </p><p></p><p>Doing that is pretty simple, and it can be pretty flexible: </p><p>- Each participant in the chase participates in their own challenge -- they track their own successes. </p><p>- Runners start with 4 successes. Pursuit starts at 0. </p><p>- Each round there's an obstacle to overcome -- it can be the same sort of challenge (in the case of a flat-out run across a plain) or something different every round. </p><p>- Everyone makes skill checks to deal with the obstacle. (It would be best to make sure there are a couple of skills PCs might use, with DCs based on how stupid their ideas are, etc). </p><p>- Participants that succeed gain a success.</p><p>- At the end of a round, any pursuit character that is 7 successes behind the closest runner drops out of the encounter (they've fallen too far behind). </p><p>- At the end of a round, any pursuit character that is on the same number of successes as one or more runners can make a skill check (pick something) to force an encounter, which stops the chase for those characters. </p><p>- Pursuit and Runners who don't drop out of the chase can keep going (the chase continues for them, until the runners escape or the pursuit forces another encounter)</p><p>- Pursuit or Runners who would like to can join an encounter that has started, delayed one round for every success between where they are and where the encounter is taking place. (so, if the fighter stops the fleeing goblin on success #13, the cleric on success #11 will arrive at the start of round 3, and the other fleeing goblin on success #14 would arrive at the start of round 2.)</p><p></p><p>Throw in the chase cards to mix up the skills being used, and encourage your PCs to get creative (make an intuition check to find a short cut through a bathhouse rather than following on the street, etc). </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 5913257, member: 150"] I've got Hot Pursuit and used it back when I ran 3.5. For 4e, more often than not, I'll use a skill challenge-based system to handle a chase. I also have the deck of [URL="http://paizo.com/products/btpy8g7o?GameMastery-Chase-Cards-Deck"]chase cards that Paizo produces [/URL]-- pretty cool quicky chase system that could be easily adapted to 4e. Doing that is pretty simple, and it can be pretty flexible: - Each participant in the chase participates in their own challenge -- they track their own successes. - Runners start with 4 successes. Pursuit starts at 0. - Each round there's an obstacle to overcome -- it can be the same sort of challenge (in the case of a flat-out run across a plain) or something different every round. - Everyone makes skill checks to deal with the obstacle. (It would be best to make sure there are a couple of skills PCs might use, with DCs based on how stupid their ideas are, etc). - Participants that succeed gain a success. - At the end of a round, any pursuit character that is 7 successes behind the closest runner drops out of the encounter (they've fallen too far behind). - At the end of a round, any pursuit character that is on the same number of successes as one or more runners can make a skill check (pick something) to force an encounter, which stops the chase for those characters. - Pursuit and Runners who don't drop out of the chase can keep going (the chase continues for them, until the runners escape or the pursuit forces another encounter) - Pursuit or Runners who would like to can join an encounter that has started, delayed one round for every success between where they are and where the encounter is taking place. (so, if the fighter stops the fleeing goblin on success #13, the cleric on success #11 will arrive at the start of round 3, and the other fleeing goblin on success #14 would arrive at the start of round 2.) Throw in the chase cards to mix up the skills being used, and encourage your PCs to get creative (make an intuition check to find a short cut through a bathhouse rather than following on the street, etc). -rg [/QUOTE]
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