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Thinking About d20 Chases
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<blockquote data-quote="Water Bob" data-source="post: 5787672" data-attributes="member: 92305"><p><strong>NOTES</strong></p><p> </p><p>During a normal combat round, in a non-chase situation, think of the character doing something akin to Taking 10 on his movement check, arriving at a total that will result in a Base Move as described above. For example, consider a character with CON 16 making a DC 15 Chase check while Running. Taking 10 nets this character a total of 13, which puts him in the safe zone of 11-14, meaning the character moved at his base move.</p><p> </p><p>Now, this isn't a perfect use of the rules. The Take 10 rule cannot be used in combat situations, and a character with a CON modifier of +5 or more would indicate faster movement than the character's base Run Speed. But, the general idea can be used if a player asks why the Chase check (movement check) isn't used in all situations. The Take 10 does work for the other movement classes (Walk and Hustle) as well as when crawling. The Chase check should only be used when chases happen in a game. And, when those chases do happen, they will most likely happen with the character moving as fast as he can at either a Hustle or Run movement class.</p><p> </p><p>There are some situations where these Chase rules can be used at other movement classes. In a crowd, for example, where a character is trying to keep a low profile and not be seen but is still attempting to make it to a spot before his enemy, the character may be walking as fast as he can while at the same time trying not to attract attention. This situation would call for a DC 5 Chase check with the character walking, and a roll total of 20+ will gain the character +5 feet to his Walk movement during the round. This is the realm of the GM--to make the rules custom fit a situation--and, if it were me GMing such an encounter, I'd make the particpant use the Hide skill for the Chase checks.</p><p> </p><p> </p><p> </p><p><em>When a Chase breaks out in a game, consider these few comments....</em></p><p><em></em></p><p><em></em>1. Run the Chase just like normal combat. All standard rules are observed.</p><p></p><p>2. When in a chase, the character will roll for success on their movement, using the guidlines expressed above.</p><p></p><p>3. The check to avoid an obstacle or perform a maneuver during the chase is typically not considered a separate action but rather part of the Move action taken during the round. At the same time, during a foot chase, a character can do little else, per the rules, if moving at a Hustle or faster.</p><p></p><p>4. When picking a DC for the Chase throw, use the chart above and consider the character's Speed and movement class first. Once that DC is established, decide whether terrain conditions warrant the raising or lowering of the Chase DC.</p><p></p><p>5. Remember that on Difficult terrain, per standard d20 rules, a character's max move is a Hustle.</p><p></p><p>6. Chases can be played out on a combat grid, but maps are not necessary. All a GM really needs to track is the distance between the pursuer and the person being chased. This is easily notated by the starting distance between the two, the speed of each Chase participant, and the distance gains or losses each makes during the round.</p><p></p><p>7. Failing a Chase check typically results in no penalty to the character unless the check total indicates the character's base Speed has been reduced. It is up to the GM to decide when it is hazardous to fail a Chase check. For example, in a Chase around a narrow mountain ledge, the GM may decide that any natural roll of 1 on the Chase check indicates the character might fall off the side unless the character makes a Reflex saving throw. Or, when running across a field that features many stones, boulders, and holes, failing the Chase DC by 5+ might indicate the character has fallen and strained his ankle--the result being a penalty of half movement. This type of ruling may encourage Chase participants to move more slowly and carefully (reducing the Chase DC) over such terrain--and rewarding those that throw caution to the wind and succeed on the Chase checks across the field.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5787672, member: 92305"] [B]NOTES[/B] During a normal combat round, in a non-chase situation, think of the character doing something akin to Taking 10 on his movement check, arriving at a total that will result in a Base Move as described above. For example, consider a character with CON 16 making a DC 15 Chase check while Running. Taking 10 nets this character a total of 13, which puts him in the safe zone of 11-14, meaning the character moved at his base move. Now, this isn't a perfect use of the rules. The Take 10 rule cannot be used in combat situations, and a character with a CON modifier of +5 or more would indicate faster movement than the character's base Run Speed. But, the general idea can be used if a player asks why the Chase check (movement check) isn't used in all situations. The Take 10 does work for the other movement classes (Walk and Hustle) as well as when crawling. The Chase check should only be used when chases happen in a game. And, when those chases do happen, they will most likely happen with the character moving as fast as he can at either a Hustle or Run movement class. There are some situations where these Chase rules can be used at other movement classes. In a crowd, for example, where a character is trying to keep a low profile and not be seen but is still attempting to make it to a spot before his enemy, the character may be walking as fast as he can while at the same time trying not to attract attention. This situation would call for a DC 5 Chase check with the character walking, and a roll total of 20+ will gain the character +5 feet to his Walk movement during the round. This is the realm of the GM--to make the rules custom fit a situation--and, if it were me GMing such an encounter, I'd make the particpant use the Hide skill for the Chase checks. [I]When a Chase breaks out in a game, consider these few comments.... [/I]1. Run the Chase just like normal combat. All standard rules are observed. 2. When in a chase, the character will roll for success on their movement, using the guidlines expressed above. 3. The check to avoid an obstacle or perform a maneuver during the chase is typically not considered a separate action but rather part of the Move action taken during the round. At the same time, during a foot chase, a character can do little else, per the rules, if moving at a Hustle or faster. 4. When picking a DC for the Chase throw, use the chart above and consider the character's Speed and movement class first. Once that DC is established, decide whether terrain conditions warrant the raising or lowering of the Chase DC. 5. Remember that on Difficult terrain, per standard d20 rules, a character's max move is a Hustle. 6. Chases can be played out on a combat grid, but maps are not necessary. All a GM really needs to track is the distance between the pursuer and the person being chased. This is easily notated by the starting distance between the two, the speed of each Chase participant, and the distance gains or losses each makes during the round. 7. Failing a Chase check typically results in no penalty to the character unless the check total indicates the character's base Speed has been reduced. It is up to the GM to decide when it is hazardous to fail a Chase check. For example, in a Chase around a narrow mountain ledge, the GM may decide that any natural roll of 1 on the Chase check indicates the character might fall off the side unless the character makes a Reflex saving throw. Or, when running across a field that features many stones, boulders, and holes, failing the Chase DC by 5+ might indicate the character has fallen and strained his ankle--the result being a penalty of half movement. This type of ruling may encourage Chase participants to move more slowly and carefully (reducing the Chase DC) over such terrain--and rewarding those that throw caution to the wind and succeed on the Chase checks across the field. [/QUOTE]
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