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Sell Me On A Chase Mechanic
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<blockquote data-quote="Water Bob" data-source="post: 5913499" data-attributes="member: 92305"><p>I've created some extremely simple Chase Rules using the exisiting d20 3.5 mechanics. <a href="http://www.enworld.org/forum/d-d-legacy-discussion/320103-easy-cheesy-chase-rules.html" target="_blank">Easy-Cheesy Chase Rules</a>.</p><p> </p><p>This is what I'm currently using in my campaign.</p><p> </p><p>I like it because it's easy and it uses existing rules.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: #48d1cc">1. When you have a chase break out, and the characters or beasts have different Speed ratings, you don't need any rules. Just run movement normally.</span></p><p><span style="color: #48d1cc"></span></p><p><span style="color: #48d1cc">2. When you need these Easy-Cheesy Rules is when racers have the same Speed rating (because it is unbelieveable that one will not be even a little bit ahead of the other).</span></p><p></p><p><span style="color: mediumturquoise">3. When using the Easy-Cheesy rules, simply roll an opposed CON check between the chase particpants (with the same Speed rating). If the difference of the result is 5 or less, then both characters move at their Speed ratings. If one of the characters throws at least 5 points higher than the other, then that character moves at full speed while the other moves 5' less than the race leader.</span></p><p></p><p><span style="color: mediumturquoise">In this way, the race is excting, with the participants changing places. It takes several rounds and several CON check wins to have one character pull ahead of the other (which makes sense since all have the same Speed rating).</span></p><p> </p><p><span style="color: #48d1cc">And, the CON check is a lot like many example throws provided in the rules--like Climbing, where failing a throw by 4 points or less means no advancement, and failing by 5 or more means the character fell.</span></p><p></p><p></p><p><span style="color: mediumturquoise">4. If more than two characters are racing each other, always compare the runner's CON throw to that of the race leader--not each other--determine position in the race.</span></p><p></p><p><span style="color: mediumturquoise">5. Use DEX instead of CON if the terrain calls for agility.</span></p><p></p><p><span style="color: mediumturquoise">6. The GM should throw in obstacles that test skills like Jump, Swim, Climb, Balance, as appropriate, during the chase.</span></p></blockquote><p></p>
[QUOTE="Water Bob, post: 5913499, member: 92305"] I've created some extremely simple Chase Rules using the exisiting d20 3.5 mechanics. [URL="http://www.enworld.org/forum/d-d-legacy-discussion/320103-easy-cheesy-chase-rules.html"]Easy-Cheesy Chase Rules[/URL]. This is what I'm currently using in my campaign. I like it because it's easy and it uses existing rules. [COLOR=#48d1cc]1. When you have a chase break out, and the characters or beasts have different Speed ratings, you don't need any rules. Just run movement normally. 2. When you need these Easy-Cheesy Rules is when racers have the same Speed rating (because it is unbelieveable that one will not be even a little bit ahead of the other).[/COLOR] [COLOR=mediumturquoise]3. When using the Easy-Cheesy rules, simply roll an opposed CON check between the chase particpants (with the same Speed rating). If the difference of the result is 5 or less, then both characters move at their Speed ratings. If one of the characters throws at least 5 points higher than the other, then that character moves at full speed while the other moves 5' less than the race leader.[/COLOR] [COLOR=mediumturquoise]In this way, the race is excting, with the participants changing places. It takes several rounds and several CON check wins to have one character pull ahead of the other (which makes sense since all have the same Speed rating).[/COLOR] [COLOR=#48d1cc][/COLOR] [COLOR=#48d1cc]And, the CON check is a lot like many example throws provided in the rules--like Climbing, where failing a throw by 4 points or less means no advancement, and failing by 5 or more means the character fell.[/COLOR] [COLOR=mediumturquoise]4. If more than two characters are racing each other, always compare the runner's CON throw to that of the race leader--not each other--determine position in the race.[/COLOR] [COLOR=mediumturquoise]5. Use DEX instead of CON if the terrain calls for agility.[/COLOR] [COLOR=mediumturquoise]6. The GM should throw in obstacles that test skills like Jump, Swim, Climb, Balance, as appropriate, during the chase.[/COLOR] [/QUOTE]
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