I just noticed something to consider for these rules. When a character runs, it must be in a straight line. Therefore, most chases would happen at the Hustle movement category with rounds using the Run category occuring when possible on straight-aways.
A tactic to end a chase quickly would be to switch to the Run category when possible.
A character is also limited to the number of rounds he can Run all-out, based on his CON score. Another tactic might be to wear out your opponent until he is tired.
Also...when a character runs all-out, as fast as he can, in a straight line, but is limited to the Hustle category because of Difficult terrain, I tend to use the Run Speed modifiers and DC, not the one for Hustle.
Thus, if a character with base Speed 30 is in a Chase, his max Speed will be at a Hustle (60'), with the DC at 10 and +/- 10 indicating a speed change of 5 feet.
But, if a character with a base Speed 30 is in a Chase and running as fast as he can, but limited to Hustle because of the terrain, in a straight line, then the Chase DC is 15 with +/- 5 indicating a 5' change to Speed.
Changing between the Run and Hustle movement categories during a chase can prove to be a tactical decision for the players.
I'm also thinking that any obstacle avoidance should use the same throw as the Chase check, instead of making two separate throws.
In the example above, the Grath warrior, Gerald, runs into a patch of knee high grass that conceals a toppled tree trunk. The Chase check is at a DC 13, and Gerald throws a 17 (+1 for his Balance skill) to easily make the check and increase range from his pursuer by 5 feet.
The same d20, the 17, should be used when Gerald Jumps over the tree trunk. Use the same throw but add different modifiers--in this case, it's the 17 + Jump skill.
Avoiding the obstacle is not a separate action or maneuver. It's part of making the throw to successfully navigatge the field, so using the same throw makes sense to me.
A tactic to end a chase quickly would be to switch to the Run category when possible.
A character is also limited to the number of rounds he can Run all-out, based on his CON score. Another tactic might be to wear out your opponent until he is tired.
Also...when a character runs all-out, as fast as he can, in a straight line, but is limited to the Hustle category because of Difficult terrain, I tend to use the Run Speed modifiers and DC, not the one for Hustle.
Thus, if a character with base Speed 30 is in a Chase, his max Speed will be at a Hustle (60'), with the DC at 10 and +/- 10 indicating a speed change of 5 feet.
But, if a character with a base Speed 30 is in a Chase and running as fast as he can, but limited to Hustle because of the terrain, in a straight line, then the Chase DC is 15 with +/- 5 indicating a 5' change to Speed.
Changing between the Run and Hustle movement categories during a chase can prove to be a tactical decision for the players.
I'm also thinking that any obstacle avoidance should use the same throw as the Chase check, instead of making two separate throws.
In the example above, the Grath warrior, Gerald, runs into a patch of knee high grass that conceals a toppled tree trunk. The Chase check is at a DC 13, and Gerald throws a 17 (+1 for his Balance skill) to easily make the check and increase range from his pursuer by 5 feet.
The same d20, the 17, should be used when Gerald Jumps over the tree trunk. Use the same throw but add different modifiers--in this case, it's the 17 + Jump skill.
Avoiding the obstacle is not a separate action or maneuver. It's part of making the throw to successfully navigatge the field, so using the same throw makes sense to me.
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