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Thinking About d20 Chases
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<blockquote data-quote="Water Bob" data-source="post: 5787594" data-attributes="member: 92305"><p><strong>MOVEMENT DIFFICULTY</strong></p><p></p><p>Unlike a normal combat round, during a chase, a character must roll against a DC to make a successful Move action. The DC is based on terrain, speed, and any other factors the GM deems pertinent.</p><p></p><p>As a rule of thumb: Flat, unobstructed, easy to transverse terrain has a DC 5. This makes it very unlikely but possible that a fumble or crash will happen. Factors that make transversing the terrain more difficult (faster speed or terrain that is more difficult to navigate) push the DC higher.</p><p></p><p>The GM can raise the Chase DC in increments according to the standard d20 DC chart (DC 5, DC 10, DC 15, etc), or he can raise it any amount he thinks correct for the situation.</p><p></p><p>The GM can also declare what happens when a DC is failed. In most situations, a failed Chase check just means that the character did not move faster than his base move and may have moved slower than normal. On particularly hazardous terrain, the GM can insert chances to fall or other appropriate penalties.</p><p></p><p></p><p></p><p><em>Chosing a Chase Difficulty...</em></p><p></p><p>This is the realm of the GM and best described with example situations. Let's say the terrain is a flat, easy to navigate trail with no obstacles. That's DC 5 terrain if the character Walks. The player would throw d20 + CON modifier for a total of 5+.</p><p></p><p>Remember the three movement modes in a d20 game: Walk, Hustle, Run; or Move, Double Move, Quadruple Move.</p><p></p><p>If the character crawls, the GM may lower the Chase difficulty to DC 0. If the character Hustles (double move), then the GM raises the Chase difficulty by one level to DC 10. If the character runs, then raise the difficulty two levels to DC 15.</p><p></p><p><strong>Flat Terrain</strong></p><p><strong>------------</strong></p><p><strong>DC 0 - Crawl</strong></p><p><strong>DC 5 - Walk</strong></p><p><strong>DC 10 - Hustle</strong></p><p><strong>DC 15 - Run</strong></p><p></p><p>After speed is considered, the GM should decide whether the terrain should increase or decrease the difficulty more than the DC appropriate for speed. For example, let's say a flat corridor made of cut-stone includes puddles of oil splashed on the floor by an enemy. The GM may decide to increase the Chase Difficulty because of the terrain.</p><p></p><p>OTOH, let's say that the terrain is not flat but a gentle slope. A slope is harder to transverse than flat terrain, but the GM decides that the DC should not be elevated from the difficulty assigned by the speed decision. This is all in the realm of the GM's decison.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5787594, member: 92305"] [B]MOVEMENT DIFFICULTY[/B] Unlike a normal combat round, during a chase, a character must roll against a DC to make a successful Move action. The DC is based on terrain, speed, and any other factors the GM deems pertinent. As a rule of thumb: Flat, unobstructed, easy to transverse terrain has a DC 5. This makes it very unlikely but possible that a fumble or crash will happen. Factors that make transversing the terrain more difficult (faster speed or terrain that is more difficult to navigate) push the DC higher. The GM can raise the Chase DC in increments according to the standard d20 DC chart (DC 5, DC 10, DC 15, etc), or he can raise it any amount he thinks correct for the situation. The GM can also declare what happens when a DC is failed. In most situations, a failed Chase check just means that the character did not move faster than his base move and may have moved slower than normal. On particularly hazardous terrain, the GM can insert chances to fall or other appropriate penalties. [I]Chosing a Chase Difficulty...[/I] This is the realm of the GM and best described with example situations. Let's say the terrain is a flat, easy to navigate trail with no obstacles. That's DC 5 terrain if the character Walks. The player would throw d20 + CON modifier for a total of 5+. Remember the three movement modes in a d20 game: Walk, Hustle, Run; or Move, Double Move, Quadruple Move. If the character crawls, the GM may lower the Chase difficulty to DC 0. If the character Hustles (double move), then the GM raises the Chase difficulty by one level to DC 10. If the character runs, then raise the difficulty two levels to DC 15. [B]Flat Terrain ------------ DC 0 - Crawl DC 5 - Walk DC 10 - Hustle DC 15 - Run[/B] After speed is considered, the GM should decide whether the terrain should increase or decrease the difficulty more than the DC appropriate for speed. For example, let's say a flat corridor made of cut-stone includes puddles of oil splashed on the floor by an enemy. The GM may decide to increase the Chase Difficulty because of the terrain. OTOH, let's say that the terrain is not flat but a gentle slope. A slope is harder to transverse than flat terrain, but the GM decides that the DC should not be elevated from the difficulty assigned by the speed decision. This is all in the realm of the GM's decison. [/QUOTE]
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