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General Tabletop Discussion
*Dungeons & Dragons
Simple, Malleable Foot Chase Rules
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<blockquote data-quote="Water Bob" data-source="post: 6063159" data-attributes="member: 92305"><p>Here's a thought.</p><p></p><p>The game already gives us just about everything we need to run chases. We've got distance moved during a time period using the character's Speed rating. We've got different movement modes which allow us to run a tactical combat chase (Tactical Movement) or a story-based GM descriptive chase (Local Movement, or even Overland Movement). If a character runs too much, the fatigue guidelines in the Local Movement rules give the GM a clue on how long a character can run. There's Terrain rules. Even obstacles are addressed in the Tactical Movement rules.</p><p></p><p><strong>What's missing is this: Variable Speed Ratings.</strong> Humans, unencumbered, run at Speed 30, provided no Feats alter that figure. We all know that, in real life, people actually run at slightly different rates, given their natural ability and physical condition.</p><p></p><p>See, this is the problem with running chases with the rules as-is: There's many times no way for one chase participant to catch up with the character being chased.</p><p></p><p>So, what we need is an optional house rule that allows characters to slightly alter their Speed Ratings when in chases.</p><p></p><p>Here's what I'm thinking--</p><p></p><p>The usual Speed Rating is an average mark. The Speed rating can be adjusted up by 5 or down by 5 provided a check is made.</p><p></p><p>For example, a character with Speed 30, on normal terrain, can run 120 feet in 6 seconds. No check needed. </p><p></p><p>But, let's give the character an opportunity to move faster. If he makes a DC 15 check, his Speed is increased by 5 to a total of 35 for that round. Thus, that round, he can run 140 feet in 6 seconds if he makes the check.</p><p></p><p>Making the check comes with risk, though. Failing the DC 15 check usually just means the character moves at normal Speed, but if the check is failed by 10+ points, then the character's Speed is reduced by 5 for that round. Thus, the maximum he could run is at Speed 25 for 100 feet that round. In addition, a natural 1 on the check indicates a fall and zero progress during the round.</p><p></p><p>To Increase Speed by 5 for one round, make a DC 15 check. Failure means Speed is not increased. Failire by 10 or more (a total of 5- ) means the character's Speed rating reduced by 5. A natural 1 on the check indicates a fall.</p><p></p><p>So, normally, characters move at their average rate (normal Speed rate) and don't worry with any rolls. If the player choses to attempt to move faster than normal, he must make the DC 15 check at the risk of slower movement or falling.</p><p></p><p>Thoughts?</p><p></p><p></p><p></p><p></p><p></p><p>EDIT: Adjusted Movement Check.</p><p></p><p>Movement Check = DC 15 attribute check (usually DEX or STR)</p><p></p><p>Success: +5 Speed.</p><p></p><p>Failure by 4 or less: No adjustment to Speed.</p><p></p><p>Failure by 5 or more: -5 Speed.</p><p></p><p>Natural One: Fall.</p><p></p><p></p><p></p><p><em>Or, another way of saying it...</em></p><p><em></em></p><p><em></em></p><p><u><strong>DC 15 Movement Check</strong></u></p><p><u><strong></strong></u></p><p>Total 15+ = +5 Speed</p><p>Total 11-14 = +0 Speed</p><p>Total 10- = -5 Speed</p><p>Natural 1 = Fall</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6063159, member: 92305"] Here's a thought. The game already gives us just about everything we need to run chases. We've got distance moved during a time period using the character's Speed rating. We've got different movement modes which allow us to run a tactical combat chase (Tactical Movement) or a story-based GM descriptive chase (Local Movement, or even Overland Movement). If a character runs too much, the fatigue guidelines in the Local Movement rules give the GM a clue on how long a character can run. There's Terrain rules. Even obstacles are addressed in the Tactical Movement rules. [B]What's missing is this: Variable Speed Ratings.[/B] Humans, unencumbered, run at Speed 30, provided no Feats alter that figure. We all know that, in real life, people actually run at slightly different rates, given their natural ability and physical condition. See, this is the problem with running chases with the rules as-is: There's many times no way for one chase participant to catch up with the character being chased. So, what we need is an optional house rule that allows characters to slightly alter their Speed Ratings when in chases. Here's what I'm thinking-- The usual Speed Rating is an average mark. The Speed rating can be adjusted up by 5 or down by 5 provided a check is made. For example, a character with Speed 30, on normal terrain, can run 120 feet in 6 seconds. No check needed. But, let's give the character an opportunity to move faster. If he makes a DC 15 check, his Speed is increased by 5 to a total of 35 for that round. Thus, that round, he can run 140 feet in 6 seconds if he makes the check. Making the check comes with risk, though. Failing the DC 15 check usually just means the character moves at normal Speed, but if the check is failed by 10+ points, then the character's Speed is reduced by 5 for that round. Thus, the maximum he could run is at Speed 25 for 100 feet that round. In addition, a natural 1 on the check indicates a fall and zero progress during the round. To Increase Speed by 5 for one round, make a DC 15 check. Failure means Speed is not increased. Failire by 10 or more (a total of 5- ) means the character's Speed rating reduced by 5. A natural 1 on the check indicates a fall. So, normally, characters move at their average rate (normal Speed rate) and don't worry with any rolls. If the player choses to attempt to move faster than normal, he must make the DC 15 check at the risk of slower movement or falling. Thoughts? EDIT: Adjusted Movement Check. Movement Check = DC 15 attribute check (usually DEX or STR) Success: +5 Speed. Failure by 4 or less: No adjustment to Speed. Failure by 5 or more: -5 Speed. Natural One: Fall. [I]Or, another way of saying it... [/I] [U][B]DC 15 Movement Check [/B][/U] Total 15+ = +5 Speed Total 11-14 = +0 Speed Total 10- = -5 Speed Natural 1 = Fall [/QUOTE]
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