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*TTRPGs General
Sell Me On A Chase Mechanic
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<blockquote data-quote="JDarkshadow" data-source="post: 5917032" data-attributes="member: 6686462"><p><strong>Home-made chase table</strong></p><p></p><p>I run a home-made sandbox based on 3.0/3.5 rules. As this thread correctly points out, in the world of D&D chases suck and our whole campaign takes place in a massive city where running away or after someone is a common thing.</p><p></p><p>There was no way to allow for complex use of skills and strengths, creative problem solving, and realistic, common sense outcomes within the regular rules of D&D.</p><p></p><p>That's why in Vulcarsgrave (city/campaign name), chases are a mini-game!</p><p></p><p>Players travel 1-4 times their speed in a turn. The distance depends on their ability to move through the general environment (street size and density) and their interaction with objects/obstacles that a)may be used as a shortcut, b) must be navigated around, or c) could create a shortcut or obstacle for pursuers.</p><p></p><p><a href="http://cdn.obsidianportal.com/assets/75911/street_chase_table.JPG" target="_blank">http://cdn.obsidianportal.com/assets/75911/street_chase_table.JPG</a></p><p></p><p>I'm still a new DM with little experience playing in other peoples' games, but this was the best crack I could take at it. My city has a lot of precarious vats of oil and jars full of marbles and guys carrying paintings slowly across narrow streets.</p></blockquote><p></p>
[QUOTE="JDarkshadow, post: 5917032, member: 6686462"] [b]Home-made chase table[/b] I run a home-made sandbox based on 3.0/3.5 rules. As this thread correctly points out, in the world of D&D chases suck and our whole campaign takes place in a massive city where running away or after someone is a common thing. There was no way to allow for complex use of skills and strengths, creative problem solving, and realistic, common sense outcomes within the regular rules of D&D. That's why in Vulcarsgrave (city/campaign name), chases are a mini-game! Players travel 1-4 times their speed in a turn. The distance depends on their ability to move through the general environment (street size and density) and their interaction with objects/obstacles that a)may be used as a shortcut, b) must be navigated around, or c) could create a shortcut or obstacle for pursuers. [URL]http://cdn.obsidianportal.com/assets/75911/street_chase_table.JPG[/URL] I'm still a new DM with little experience playing in other peoples' games, but this was the best crack I could take at it. My city has a lot of precarious vats of oil and jars full of marbles and guys carrying paintings slowly across narrow streets. [/QUOTE]
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