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Simple, Malleable Foot Chase Rules
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<blockquote data-quote="delericho" data-source="post: 6062922" data-attributes="member: 22424"><p>I agree with Belzbet - a chase consisting of nothing but opposed checks is going to get very old, very fast - it's no more exciting than a combat where the two sides just stand toe-to-toe and trade full attacks every round. You really need something more - choices for the PCs to make, an evolving tactical situation.</p><p></p><p>The last time I ran a chase scene (which was under 3e), I tried to use an adapted form of the Skill Challenge rules (from SWSE's "Galaxy of War"). Unfortunately, I can't recommend that - it sucked. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've also seen "Hot Pursuit", and it seems interesting.</p><p></p><p>However, at the moment I'm considering that the best thing might be a "bidding" system for chases.</p><p></p><p>At the start of the chase, determine how far apart the various groups are. I would suggest not really worrying about exact distances, but rather consider that a distance of 1 is effectively touching distance (but just barely), while a distance of 10 represents the end of the chase - the pursued character has created so much distance that they have thrown off pursuit. Most chaces I would recommend starting with a distance of 4-6 between the two groups.</p><p></p><p>Each round, the pursued character describes what he's doing to evade pursuit, declares a skill check he's going to be made, and sets a target DC (which for simplicity should be a multiple of 5). He then makes this skill check. If he succeeds, he moves 1 step further away from all pursuers. If he fails by 5 or less, he <em>still</em> moves 1 step further away but in this case the target DC is reduced by 5. If he fails by 5 or more, then target DC is reduced by 5 <em>and</em> he doesn't increase the distance.</p><p></p><p>Next, each pursuer (starting with the closest, if there are multiple groups) gets to make a choice. They can:</p><p></p><p>- Drop out of the chase. No check is necessary, but they can't then re-enter the chase later. They're done.</p><p></p><p>- Match the pursued character. They must make the same skill* check as their opponent at the target DC (possibly reduced by 5, as above). If successful, they decrease the distance by 1.</p><p></p><p>- Match and exceed the pursued character. They must make the same skill* check as their opponent at a DC 5 higher than the target. If they succeed, they decrease the distance by 2. If they fail, they don't move at all.</p><p></p><p>- Try to "out-bid" their opponent. In this case, they describe what they're doing instead, declare a skill check they're going to make, and then checks. They can set a new target DC for this check as either 5 or 10 points <em>higher</em> than that faced by their opponent. They then roll; if successful they decrease the distance by 1 or 2 (depending on the DC they set). If they fail, they don't move forward at all.</p><p></p><p>* In some cases, rather than rolling the same skill, they should roll the opposed skill. For example, if the pursued character chose to Hide, the pursuers should roll Spot; if they chose to try to throw them off using Bluff, the pursuers would roll Sense Motive, and so on.</p><p></p><p>Note that the pursuer must declare what they're doing <em>before</em> they roll, because if they fail at whatever DC they settle on then they don't move at all, so it matters whether they've decided to match the pursued character at DC 20 or better them at DC 25. (Also note that this approach does give the advantage to the pursued character, since he gets to set the parameters of the test. That's almost certainly right, though - unless the pursuers can call in help, or cut off the escape, or otherwise outdo the pursued, I suspect the advantage <em>should</em> lie with the quarry.)</p><p></p><p>I think that's probably about as simple as I can make it without just resorting to a simple dice-fest of opposed rolls, or without pre-planning a specific map and specific obstacles. I should also note that I haven't tested this, so it may well not work at all!</p></blockquote><p></p>
[QUOTE="delericho, post: 6062922, member: 22424"] I agree with Belzbet - a chase consisting of nothing but opposed checks is going to get very old, very fast - it's no more exciting than a combat where the two sides just stand toe-to-toe and trade full attacks every round. You really need something more - choices for the PCs to make, an evolving tactical situation. The last time I ran a chase scene (which was under 3e), I tried to use an adapted form of the Skill Challenge rules (from SWSE's "Galaxy of War"). Unfortunately, I can't recommend that - it sucked. :) I've also seen "Hot Pursuit", and it seems interesting. However, at the moment I'm considering that the best thing might be a "bidding" system for chases. At the start of the chase, determine how far apart the various groups are. I would suggest not really worrying about exact distances, but rather consider that a distance of 1 is effectively touching distance (but just barely), while a distance of 10 represents the end of the chase - the pursued character has created so much distance that they have thrown off pursuit. Most chaces I would recommend starting with a distance of 4-6 between the two groups. Each round, the pursued character describes what he's doing to evade pursuit, declares a skill check he's going to be made, and sets a target DC (which for simplicity should be a multiple of 5). He then makes this skill check. If he succeeds, he moves 1 step further away from all pursuers. If he fails by 5 or less, he [i]still[/i] moves 1 step further away but in this case the target DC is reduced by 5. If he fails by 5 or more, then target DC is reduced by 5 [i]and[/i] he doesn't increase the distance. Next, each pursuer (starting with the closest, if there are multiple groups) gets to make a choice. They can: - Drop out of the chase. No check is necessary, but they can't then re-enter the chase later. They're done. - Match the pursued character. They must make the same skill* check as their opponent at the target DC (possibly reduced by 5, as above). If successful, they decrease the distance by 1. - Match and exceed the pursued character. They must make the same skill* check as their opponent at a DC 5 higher than the target. If they succeed, they decrease the distance by 2. If they fail, they don't move at all. - Try to "out-bid" their opponent. In this case, they describe what they're doing instead, declare a skill check they're going to make, and then checks. They can set a new target DC for this check as either 5 or 10 points [i]higher[/i] than that faced by their opponent. They then roll; if successful they decrease the distance by 1 or 2 (depending on the DC they set). If they fail, they don't move forward at all. * In some cases, rather than rolling the same skill, they should roll the opposed skill. For example, if the pursued character chose to Hide, the pursuers should roll Spot; if they chose to try to throw them off using Bluff, the pursuers would roll Sense Motive, and so on. Note that the pursuer must declare what they're doing [i]before[/i] they roll, because if they fail at whatever DC they settle on then they don't move at all, so it matters whether they've decided to match the pursued character at DC 20 or better them at DC 25. (Also note that this approach does give the advantage to the pursued character, since he gets to set the parameters of the test. That's almost certainly right, though - unless the pursuers can call in help, or cut off the escape, or otherwise outdo the pursued, I suspect the advantage [i]should[/i] lie with the quarry.) I think that's probably about as simple as I can make it without just resorting to a simple dice-fest of opposed rolls, or without pre-planning a specific map and specific obstacles. I should also note that I haven't tested this, so it may well not work at all! [/QUOTE]
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