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Thinking About d20 Chases
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<blockquote data-quote="Water Bob" data-source="post: 5787795" data-attributes="member: 92305"><p>ROUND 3</p><p></p><p><em>Gerald's Turn...</em></p><p></p><p>GM: "As the Grath runs off the bottom of the hill, the slope disappears, but the terrain stays in the same condition. Because the slope is gone, I'm lowering the DC by 2 points. Your Chase checks are at a DC 13 now.</p><p></p><p>"A few feet from the base of the hill, knee high grass begins to grow. Some obstacles may be hidden from long distance sight. Each round, I'm making a 1-in-10 chance that there is an obstacle that is discovered in the path at the last second. These obstacles are mainly rocks, holes, and downed pine trunks.</p><p></p><p>"If Silaigne follows directly behind the Grath, then he will have to overcome the same obstacle but will be aware of it and have a chance to go around it. If Silaigne follows the Grath on a separate path, then you'll have the same chance at obstacles has he does, which is 1-in-10.</p><p></p><p>As the round commences, the GM secretly rolls for Gerald's obstacle. There's nothing in his path this time. Gerald makes his run: d20 = 15 + 1 = 16 vs. DC 13. Gerald moves base Speed again.</p><p></p><p></p><p></p><p><em>Silaigne's turn...</em></p><p></p><p>Silaigne: "I'm following directly behind the Grath."</p><p></p><p>Silaigne's Chase check: d20 = 13 + 2 = 15. Pace is matched. Distance between them is still 125 feet.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>ROUND 4</p><p></p><p><em>Gerald's Turn...</em></p><p></p><p>There is an obstacle this time. Near the end of the round, Gerald comes runs into a patch of grass that hides a tree trunk. He sees it, last minute, and the GM will give him a DC 10 Jump check to clear it. Or, the NPC can end the round after he's made it 40 feet. Or, the NPC can roll his Chase check with a -5 penalty to account for the time it takes to run around the log.</p><p></p><p>Any failure on the Jump check means the character slips when jumping over the log and ends the round prone.</p><p></p><p>Gerald needs to make two checks this round. First, he attempts the standard Chase check at a DC 13 (since Gerald is going to attempt to Jump the log). Second, the Jump check is considered part of movement--not a separate action. So, Gerald will have to make a DC 10 Jump check or fall flat and prone after moving 40 feet.</p><p></p><p>Chase check: d20 = 17 + 1 = 18 vs DC 13. This is 5 points over the DC, so if Gerald makes his Jump over the log, he'll move 65 feet this round.</p><p></p><p>Jump check: (Gerald's Jump +7) d20 = 17 + 7 = 24 vs DC 10. Gerald flies over the log, no problem. Range between Gerald and Silaigne increases by 5 feet.</p><p></p><p></p><p></p><p><em>Silaigne's Turn...</em></p><p></p><p>GM: "Ahead of you, you see the Grath jump over something. He easily makes the jump. It's almost gracefull. You can't see what it is due to the grass. Do you want to attempt to avoid whatever it is he jumped? Do you want to slow down? Do you want to stop? Do you want to plow straight on and be aware that you might be jumping something? What do you want to do?"</p><p></p><p>Silaigne: "Morrigan's Black Teat! I'm going after that beast!"</p><p></p><p>Chase check: d20 = 13 + 2 = 15 vs DC 13.</p><p></p><p>GM: "Through the grass in front of you, you see an old downed log. This is what the Grath jumped over. It's a DC 10 Jump check (the Player did not know the specifics of the obstacle before he saw it).</p><p></p><p>Jump check: d20 = 11 + 9 = 20. Silaigne easily hurls over the log, too.</p><p></p><p>GM: "At the end of this round, the Grath made 5 feet on you. Distance between you is 130 feet."</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5787795, member: 92305"] ROUND 3 [I]Gerald's Turn...[/I] GM: "As the Grath runs off the bottom of the hill, the slope disappears, but the terrain stays in the same condition. Because the slope is gone, I'm lowering the DC by 2 points. Your Chase checks are at a DC 13 now. "A few feet from the base of the hill, knee high grass begins to grow. Some obstacles may be hidden from long distance sight. Each round, I'm making a 1-in-10 chance that there is an obstacle that is discovered in the path at the last second. These obstacles are mainly rocks, holes, and downed pine trunks. "If Silaigne follows directly behind the Grath, then he will have to overcome the same obstacle but will be aware of it and have a chance to go around it. If Silaigne follows the Grath on a separate path, then you'll have the same chance at obstacles has he does, which is 1-in-10. As the round commences, the GM secretly rolls for Gerald's obstacle. There's nothing in his path this time. Gerald makes his run: d20 = 15 + 1 = 16 vs. DC 13. Gerald moves base Speed again. [I]Silaigne's turn...[/I] Silaigne: "I'm following directly behind the Grath." Silaigne's Chase check: d20 = 13 + 2 = 15. Pace is matched. Distance between them is still 125 feet. ROUND 4 [I]Gerald's Turn...[/I] There is an obstacle this time. Near the end of the round, Gerald comes runs into a patch of grass that hides a tree trunk. He sees it, last minute, and the GM will give him a DC 10 Jump check to clear it. Or, the NPC can end the round after he's made it 40 feet. Or, the NPC can roll his Chase check with a -5 penalty to account for the time it takes to run around the log. Any failure on the Jump check means the character slips when jumping over the log and ends the round prone. Gerald needs to make two checks this round. First, he attempts the standard Chase check at a DC 13 (since Gerald is going to attempt to Jump the log). Second, the Jump check is considered part of movement--not a separate action. So, Gerald will have to make a DC 10 Jump check or fall flat and prone after moving 40 feet. Chase check: d20 = 17 + 1 = 18 vs DC 13. This is 5 points over the DC, so if Gerald makes his Jump over the log, he'll move 65 feet this round. Jump check: (Gerald's Jump +7) d20 = 17 + 7 = 24 vs DC 10. Gerald flies over the log, no problem. Range between Gerald and Silaigne increases by 5 feet. [I]Silaigne's Turn...[/I] GM: "Ahead of you, you see the Grath jump over something. He easily makes the jump. It's almost gracefull. You can't see what it is due to the grass. Do you want to attempt to avoid whatever it is he jumped? Do you want to slow down? Do you want to stop? Do you want to plow straight on and be aware that you might be jumping something? What do you want to do?" Silaigne: "Morrigan's Black Teat! I'm going after that beast!" Chase check: d20 = 13 + 2 = 15 vs DC 13. GM: "Through the grass in front of you, you see an old downed log. This is what the Grath jumped over. It's a DC 10 Jump check (the Player did not know the specifics of the obstacle before he saw it). Jump check: d20 = 11 + 9 = 20. Silaigne easily hurls over the log, too. GM: "At the end of this round, the Grath made 5 feet on you. Distance between you is 130 feet." [/QUOTE]
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