Lord Zardoz
Explorer
I have worked out the following chase mechanic for 4th edition D&D. It can probably be adapted to 3rd edition easily enough. I tried it out in my game last night and it worked out quite well.
1) Determine the movement rate assuming only Move (Run) actions for the round. The difference is to be used as a bonus for the faster participant.
ie: Bob can run at a movement rate of 6 in round as a run action. Yograx can run at a rate of 7. Yograx gets a +1 bonus to all checks in the chase.
2) Assume a condition track like this:
SAFE | 5 | 4 | 3 | 2 | 1 | ATTACKED
All else being equal, your players are at position 3.
3) Roll initiative, then have each participant in the chase make a skill check. Usually this is Athletics, but you can use Anything that is justified for the chase (ie, Stealth works in some situations).
3a) On Bob's turn roll a skill check. The DC is 10 + the skill value Yograx is using. If Bob wins, he advances one step towards SAFE
3b) On Yograx's turn, roll a skill check. The DC is 10 + the skill value Bob is using. Of Yograx wins, Bob moves one step towards ATTACKED.
4) If Bob gets to 'Safe', Bob escapes from Yograx. If Bob falls towards attacked, then Yograx is assumed to have gotten adjacent to Bob, and gets to make an AoO as Bob tries to flee.
5) If the chase starts to go beyond 10 rounds, you add a cumulative penalty to each side of 1 per round. This can be cleared by an Endurance check with the DC equal to the number of rounds since the character / monster last catched its breath. Using 2nd wind to clear this is also a good option.
6) The following things matter:
- If someone in the chase has a ranged attack, they can use it if the target is assumed to be in range (I suggest that one space on the condition track is about 10 normal squares). Using a ranged attack lets the 'quarry' slide towards SAFE, if the pursuer is attacking, or lets the quarry slide towards ATTACKED if the one being chased pauses for a moment to shoot at the person chasing him.
- If the quarry can be deemed to have broken line of sight, you can use a Stealth Check to hide instead of an Athletics check. This should oppose the pursuers perception check or insight check (if you are inclined to allow an insight check to have someone guess where the quarry went).
- Using an action that modifies someones movement will change the bonus used in the 'opposed' checks.
- Using an Action Point for extra movement will change the condition track by 1 space
- Aside from using Athletics checks for simple running, any check that can create or clear an obstacle should be allowed within reason.
That is about it. It has the virtue of working like a physical skill challenge, but it eliminates the wild swingy-ness of opposed rolls; It always takes a good roll to move in either direction on the condition scale.
When I use this, I just mark out some squares on my battlemat with a 'safe' line and an 'attacked' line, and let the players move their figures towards whichever end of the condition track they need to move.
END COMMUNICATION
1) Determine the movement rate assuming only Move (Run) actions for the round. The difference is to be used as a bonus for the faster participant.
ie: Bob can run at a movement rate of 6 in round as a run action. Yograx can run at a rate of 7. Yograx gets a +1 bonus to all checks in the chase.
2) Assume a condition track like this:
SAFE | 5 | 4 | 3 | 2 | 1 | ATTACKED
All else being equal, your players are at position 3.
3) Roll initiative, then have each participant in the chase make a skill check. Usually this is Athletics, but you can use Anything that is justified for the chase (ie, Stealth works in some situations).
3a) On Bob's turn roll a skill check. The DC is 10 + the skill value Yograx is using. If Bob wins, he advances one step towards SAFE
3b) On Yograx's turn, roll a skill check. The DC is 10 + the skill value Bob is using. Of Yograx wins, Bob moves one step towards ATTACKED.
4) If Bob gets to 'Safe', Bob escapes from Yograx. If Bob falls towards attacked, then Yograx is assumed to have gotten adjacent to Bob, and gets to make an AoO as Bob tries to flee.
5) If the chase starts to go beyond 10 rounds, you add a cumulative penalty to each side of 1 per round. This can be cleared by an Endurance check with the DC equal to the number of rounds since the character / monster last catched its breath. Using 2nd wind to clear this is also a good option.
6) The following things matter:
- If someone in the chase has a ranged attack, they can use it if the target is assumed to be in range (I suggest that one space on the condition track is about 10 normal squares). Using a ranged attack lets the 'quarry' slide towards SAFE, if the pursuer is attacking, or lets the quarry slide towards ATTACKED if the one being chased pauses for a moment to shoot at the person chasing him.
- If the quarry can be deemed to have broken line of sight, you can use a Stealth Check to hide instead of an Athletics check. This should oppose the pursuers perception check or insight check (if you are inclined to allow an insight check to have someone guess where the quarry went).
- Using an action that modifies someones movement will change the bonus used in the 'opposed' checks.
- Using an Action Point for extra movement will change the condition track by 1 space
- Aside from using Athletics checks for simple running, any check that can create or clear an obstacle should be allowed within reason.
That is about it. It has the virtue of working like a physical skill challenge, but it eliminates the wild swingy-ness of opposed rolls; It always takes a good roll to move in either direction on the condition scale.
When I use this, I just mark out some squares on my battlemat with a 'safe' line and an 'attacked' line, and let the players move their figures towards whichever end of the condition track they need to move.
END COMMUNICATION


