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General Tabletop Discussion
*Dungeons & Dragons
Simple, Malleable Foot Chase Rules
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<blockquote data-quote="Belzbet" data-source="post: 6062889" data-attributes="member: 6678902"><p>i know simple rules are: If speed is same then CON VS CON (or DEX vs CON, STR vs CON, DEX vs STR, highest vs highest, whatever you want to use, but in the rules I think overland run/chase checks are CON checks not DEX or STR). </p><p></p><p>If one creatures speed is higher than anothers then the slower creature cannot win an overland/flying.swimming.burrowing chase (a chase where the two creatures have the same type of movement at different speeds; however, hiding is not chasing so a slower creature could hide instead of run; I am assuming the creatures are aware of each other during the chase).</p><p></p><p>These are simple but creatures with high con will frequently run away and creatures with high speeds will always run away (makes sense, think about a creature with flying, it will win any chase if no PC's have access to flying... thats why track (divination) comes in handy)</p><p></p><p>Make one check or as many as you want... if you want chases to be dramatic then use more complex rules... If a chase is a flying chase then maybe use combat rules (Dragonlance gives good advice for flying combat, some of the best in any splat book)</p><p></p><p>NOTE: the OP and the first reponse were long and the OP was looking for simple... I responded without readind the OP or the response (sorry if I am redundant or if I repeated, etc. what has already been said)</p></blockquote><p></p>
[QUOTE="Belzbet, post: 6062889, member: 6678902"] i know simple rules are: If speed is same then CON VS CON (or DEX vs CON, STR vs CON, DEX vs STR, highest vs highest, whatever you want to use, but in the rules I think overland run/chase checks are CON checks not DEX or STR). If one creatures speed is higher than anothers then the slower creature cannot win an overland/flying.swimming.burrowing chase (a chase where the two creatures have the same type of movement at different speeds; however, hiding is not chasing so a slower creature could hide instead of run; I am assuming the creatures are aware of each other during the chase). These are simple but creatures with high con will frequently run away and creatures with high speeds will always run away (makes sense, think about a creature with flying, it will win any chase if no PC's have access to flying... thats why track (divination) comes in handy) Make one check or as many as you want... if you want chases to be dramatic then use more complex rules... If a chase is a flying chase then maybe use combat rules (Dragonlance gives good advice for flying combat, some of the best in any splat book) NOTE: the OP and the first reponse were long and the OP was looking for simple... I responded without readind the OP or the response (sorry if I am redundant or if I repeated, etc. what has already been said) [/QUOTE]
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Simple, Malleable Foot Chase Rules
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