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Simple, Malleable Foot Chase Rules
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<blockquote data-quote="Water Bob" data-source="post: 6062876" data-attributes="member: 92305"><p><strong>Opposed STR:</strong> The initial bust of energy wears off after 20 seconds or so, and then a character must rely on his personal strength to pour on the power. Truly great runners have both high DEX and STR scores. <strong>Starting on Chase Round 4, STR checks are made instead of DEX checks, and STR checks are used until the chase ends.</strong></p><p></p><p>The procedure for each round is exactly the same as described above for the DEX based checks. Just roll Opposed STR and keep track of distanced moved (if using a grid) or the distance between the chase participants.</p><p></p><p></p><p></p><p></p><p></p><p><strong>TIRED!</strong> Running a foot race can be quite tiring. Not every person is built to run. According to the Local Movement rules, a character can Walk or Hustle without measure*, but there is a limitation on Running.</p><p></p><p>The Local Movement rules say that a character with CON 9+ can run for a minute without problem and maybe continue for another minute before having to rest.</p><p></p><p>Therefore, under these Chase Rules, a character with CON 9+ can run for 10 combat rounds without issue, but starting on the round after the 10th time the character runs, the character must make a Fort check at DC 2 to continue. Each round thereafter, whether running or not, the character must make this check with the difficulty 2 points higher.</p><p></p><p><em>Example.</em></p><p></p><p>PC 1 runs for 3 Chase Rounds. On round 4, he moves at a Hustle. On rounds 5-8, he runs. Rounds 9-11, he moves at a Hustle. Then, on rounds 12-14, he runs. You may want to use a d10 timer, increasing it by one each time the character runs. Once the character has run 10 times, the character must make the Fortitude check at the beginning of each Chase Round or be fatigued.</p><p></p><p>As stated in the Local Movement Rules, the fatigue condition can be removed once the character has rested for one minute.</p><p></p><p>A character with CON 8- must roll the Fortitude check after the first time the character runs, but the difficulty for the throw begins at DC 1, increasing by 1 for every round the character participates, thereafter, in the chase.</p><p></p><p><strong>Note that this Chase Fatigue option won't be used unless a chase participant with CON 8- runs during the chase or a chase particpant with CON 9+ runs on 10 different rounds during the chase. In other words, characters with CON 8- should watch when they run--they're out of shape! And, even if a chase includes all participants with CON 9+, the chase is likely to end before characters run for 10 rounds. I've written this part of the rules to cover the situation when needed.</strong></p><p></p><p><em>*If the chase lasts for an hour or more, there are limits to how long a character can Walk or Hustle. Use the Overland Movement rules to adjust these chase rules.</em> </p><p></p><p></p><p></p><p></p><p></p><p><strong>OBSTACLES!</strong> Chases are most fun when there are obstacles to overcome. You can pre-plan some obstacles for your chase before the game. You can keep some obstacle ideas on note cards or in a list to use when impromptu chases pop up in your game. Or, you can just make things up as you go. I like that last idea--picturing the race in my head, describing it to my players, as we play it out.</p><p></p><p><strong>The Chase Rules above use Opposed Attribute checks.</strong> DEX is referenced the first 3 rounds as the character's sprinting ability. STR is then referenced, starting on chase round 4, representing the character's ability to slam on the power and deliver the strength needed to succeed in a long distance run. The character's endurance is referenced through his CON score in the fatigue rules. <strong>Together, the three physical aspects of a character determine his ability to run.</strong> </p><p></p><p>When designing obstacles, I suggest that the character's skills be tested rather than his raw attributes. Throw in obstacles that test a character's Balance, Climb, Jump, Swim, and Tumble ability.</p><p></p><p>Occasionally, other skills may be tested with Obstacles. For example, Spot may be used to see if a character notices boxes stacked for easy climbing to the rooftops. If the character makes the Spot check, then the GM tells the player about the option. If the Spot throw fails, then the character continues in the chase as if nothing happened. A Bluff/Sense Motive Opposed Throw could be used to fake direction and dodge around a guard. Knowledge (Local) might give the chase participant of an alley that could half the distance between the character and his quarry. Hide, Listen, Survival could all be used in creative ways.</p><p></p><p>These rules are meant to be malleable guidelines to help the GM run foot chases in his game. To keep it simple, I suggest using just one obstacle in any given chase round. This way, the game is kept speedy with just the Opposed Attribute checks and the occasional obstacle.</p><p></p><p>Sometimes, a skill check will replace the attribute check--such as when the chase happens while characters are climbing. Don't make an Opposed STR check and then a Climb check--just use the Climb check to cover the round and move on.</p><p></p><p>Chase rounds are combat rounds (6 second long), but if a different unit of time fits your chase situation better, then use it. Don't forget to re-read the Overland Movement rules if you do.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Running A Chase:</strong> I've written a lot here, but remember these are simple rules. They're mainly opposed throws and occasional obstacle skill checks. If using a grid, you know exactly how far to move a figure, and if you're just sitting on a couch with all of your players around you, you just describe a vivid scene in your players' heads while you scratch down distances between chase participants.</p><p></p><p>Forget about initiative. That complicates things. When you run a chase, move the characters being chased first, then have the pursuers follow. Considering the example in the first post above, the Thief would move first (whether a GM character or run by one of the players) with the rest moving after the Thief. If it is important to determine which character moves before the others on the same side, then use inititiative to determine that (not who goes first in the chase round). For example, the Thief is moved first, but then initiative is thrown among the pursuers to determine the order of action among them. Again, though, I wouldn't mess with initiative during a chase unless absolutely necessary. I'd just play it out organically. I think that produces the most fun.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6062876, member: 92305"] [B]Opposed STR:[/B] The initial bust of energy wears off after 20 seconds or so, and then a character must rely on his personal strength to pour on the power. Truly great runners have both high DEX and STR scores. [B]Starting on Chase Round 4, STR checks are made instead of DEX checks, and STR checks are used until the chase ends.[/B] The procedure for each round is exactly the same as described above for the DEX based checks. Just roll Opposed STR and keep track of distanced moved (if using a grid) or the distance between the chase participants. [B]TIRED![/B] Running a foot race can be quite tiring. Not every person is built to run. According to the Local Movement rules, a character can Walk or Hustle without measure*, but there is a limitation on Running. The Local Movement rules say that a character with CON 9+ can run for a minute without problem and maybe continue for another minute before having to rest. Therefore, under these Chase Rules, a character with CON 9+ can run for 10 combat rounds without issue, but starting on the round after the 10th time the character runs, the character must make a Fort check at DC 2 to continue. Each round thereafter, whether running or not, the character must make this check with the difficulty 2 points higher. [I]Example.[/I] PC 1 runs for 3 Chase Rounds. On round 4, he moves at a Hustle. On rounds 5-8, he runs. Rounds 9-11, he moves at a Hustle. Then, on rounds 12-14, he runs. You may want to use a d10 timer, increasing it by one each time the character runs. Once the character has run 10 times, the character must make the Fortitude check at the beginning of each Chase Round or be fatigued. As stated in the Local Movement Rules, the fatigue condition can be removed once the character has rested for one minute. A character with CON 8- must roll the Fortitude check after the first time the character runs, but the difficulty for the throw begins at DC 1, increasing by 1 for every round the character participates, thereafter, in the chase. [B]Note that this Chase Fatigue option won't be used unless a chase participant with CON 8- runs during the chase or a chase particpant with CON 9+ runs on 10 different rounds during the chase. In other words, characters with CON 8- should watch when they run--they're out of shape! And, even if a chase includes all participants with CON 9+, the chase is likely to end before characters run for 10 rounds. I've written this part of the rules to cover the situation when needed.[/B] [I]*If the chase lasts for an hour or more, there are limits to how long a character can Walk or Hustle. Use the Overland Movement rules to adjust these chase rules.[/I] [B]OBSTACLES![/B] Chases are most fun when there are obstacles to overcome. You can pre-plan some obstacles for your chase before the game. You can keep some obstacle ideas on note cards or in a list to use when impromptu chases pop up in your game. Or, you can just make things up as you go. I like that last idea--picturing the race in my head, describing it to my players, as we play it out. [B]The Chase Rules above use Opposed Attribute checks.[/B] DEX is referenced the first 3 rounds as the character's sprinting ability. STR is then referenced, starting on chase round 4, representing the character's ability to slam on the power and deliver the strength needed to succeed in a long distance run. The character's endurance is referenced through his CON score in the fatigue rules. [B]Together, the three physical aspects of a character determine his ability to run.[/B] When designing obstacles, I suggest that the character's skills be tested rather than his raw attributes. Throw in obstacles that test a character's Balance, Climb, Jump, Swim, and Tumble ability. Occasionally, other skills may be tested with Obstacles. For example, Spot may be used to see if a character notices boxes stacked for easy climbing to the rooftops. If the character makes the Spot check, then the GM tells the player about the option. If the Spot throw fails, then the character continues in the chase as if nothing happened. A Bluff/Sense Motive Opposed Throw could be used to fake direction and dodge around a guard. Knowledge (Local) might give the chase participant of an alley that could half the distance between the character and his quarry. Hide, Listen, Survival could all be used in creative ways. These rules are meant to be malleable guidelines to help the GM run foot chases in his game. To keep it simple, I suggest using just one obstacle in any given chase round. This way, the game is kept speedy with just the Opposed Attribute checks and the occasional obstacle. Sometimes, a skill check will replace the attribute check--such as when the chase happens while characters are climbing. Don't make an Opposed STR check and then a Climb check--just use the Climb check to cover the round and move on. Chase rounds are combat rounds (6 second long), but if a different unit of time fits your chase situation better, then use it. Don't forget to re-read the Overland Movement rules if you do. [B]Running A Chase:[/B] I've written a lot here, but remember these are simple rules. They're mainly opposed throws and occasional obstacle skill checks. If using a grid, you know exactly how far to move a figure, and if you're just sitting on a couch with all of your players around you, you just describe a vivid scene in your players' heads while you scratch down distances between chase participants. Forget about initiative. That complicates things. When you run a chase, move the characters being chased first, then have the pursuers follow. Considering the example in the first post above, the Thief would move first (whether a GM character or run by one of the players) with the rest moving after the Thief. If it is important to determine which character moves before the others on the same side, then use inititiative to determine that (not who goes first in the chase round). For example, the Thief is moved first, but then initiative is thrown among the pursuers to determine the order of action among them. Again, though, I wouldn't mess with initiative during a chase unless absolutely necessary. I'd just play it out organically. I think that produces the most fun. [/QUOTE]
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