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General Tabletop Discussion
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Simple, Malleable Foot Chase Rules
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<blockquote data-quote="Belzbet" data-source="post: 6062899" data-attributes="member: 6678902"><p>Instead of timers or waht not you can ask yourself: are all of the monsters running or not? They have an ambush situation... do they capitalize or continue running? If they capitalize then no chase ensues... it seems like a chase until all three(or more) of the clan turn around and attack their 2 (ex?) fellows... If all the monsters/clansman run then i would rule that the 1 with -1 to COn cant run far and the others make opposed CON checks (make them if another creature wins more than once or twice in a row then they outrun). I see you end the scene at 120ft that is 4 rounds walking 1 or 2 running; thats not very far, thats a tactical chase not an overland chase)... either play it out for suspense or assume a chase is going to continue alot longer than 120ft (thats not even a football field). Screw playing it out 'combat mode' do opposed CON checks (if everyone is at the same speed) if someone beats another two or three times in a row then they outrun them (or catch them)...</p><p> </p><p>Also obstacles and difficult terrain are negligable cause you can take an "outside" perspective: every creature in the chase has to go through the obstacle so it all balances out so dont take it into consideration... note: this only applies to creatures with the same types of movement and the same speeds... I would say that a creature with high speed or a special movement that no one else in the chase has, automatically wins the chase, think of the burrowing creature [obviously this is spells and special abilities aside])</p></blockquote><p></p>
[QUOTE="Belzbet, post: 6062899, member: 6678902"] Instead of timers or waht not you can ask yourself: are all of the monsters running or not? They have an ambush situation... do they capitalize or continue running? If they capitalize then no chase ensues... it seems like a chase until all three(or more) of the clan turn around and attack their 2 (ex?) fellows... If all the monsters/clansman run then i would rule that the 1 with -1 to COn cant run far and the others make opposed CON checks (make them if another creature wins more than once or twice in a row then they outrun). I see you end the scene at 120ft that is 4 rounds walking 1 or 2 running; thats not very far, thats a tactical chase not an overland chase)... either play it out for suspense or assume a chase is going to continue alot longer than 120ft (thats not even a football field). Screw playing it out 'combat mode' do opposed CON checks (if everyone is at the same speed) if someone beats another two or three times in a row then they outrun them (or catch them)... Also obstacles and difficult terrain are negligable cause you can take an "outside" perspective: every creature in the chase has to go through the obstacle so it all balances out so dont take it into consideration... note: this only applies to creatures with the same types of movement and the same speeds... I would say that a creature with high speed or a special movement that no one else in the chase has, automatically wins the chase, think of the burrowing creature [obviously this is spells and special abilities aside]) [/QUOTE]
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