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What Are The Changes In Pathfinder Remastered?
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<blockquote data-quote="CleverNickName" data-source="post: 9028167" data-attributes="member: 50987"><p>There are chase rules in Chapter 8 of the DMG. It's not just comparing movement rates.</p><p>[SPOILER]<a href="https://www.dndbeyond.com/posts/943-how-to-create-gripping-chase-scenes-in-d-d" target="_blank">From D&D Beyond</a>:</p><h2><strong>The Rules of the Chase</strong></h2><p>Chase rules are located in Chapter 8 of the <a href="https://www.dndbeyond.com/sources/dmg/running-the-game#Chases" target="_blank">Dungeon Master’s Guide</a>. Here are the most important points:</p><ul> <li data-xf-list-type="ul">Chases require a quarry and at least one pursuer, and in some instances, the pursuer can become the quarry. (For instance, if you’re running after a thief in a market and guards suddenly arrive, assume you’re the thief, and run after YOU instead.)</li> <li data-xf-list-type="ul">The quarry should start the chase some distance ahead of the pursuer.</li> <li data-xf-list-type="ul">Once that distance is determined, have all parties roll for initiative, but keep in mind that players are only allowed one action and one move. Bonus actions and reactions are not permitted, likely to streamline the chase and keep classes with high movement capabilities from catching the quarry too soon.</li> <li data-xf-list-type="ul">Chase participants can freely use the Dash action 3 times plus their Constitution modifier. For every usage of Dash afterward, they must pass a DC 10 Constitution check or gain a level of exhaustion. Once they hit exhaustion level 5 and their speed drops to 0, they fall out of the chase.</li> <li data-xf-list-type="ul">Every chase participant rolls a d20 at the end of their turn to see if complications occur. Complications are the bread and butter of D&D chases, and the Dungeon Master’s Guide presents two tables to consult from - Urban Chase Complications and Wilderness Chase Complications. More on those later, but one vital tidbit to remember: Complications affect the NEXT creature in the initiative order, not the one who just made their roll!</li> <li data-xf-list-type="ul">Chases can end in a few ways: 1) When the quarry or pursuer drop from exhaustion, 2) When the pursuer catches up to the quarry, perhaps initiating normal combat rules, 3) When the quarry succeeds on a Dexterity (Stealth) check at the end of a round to hide (assuming they’ve escaped the pursuer’s sight), and my favorite, 4) When you, the DM, decide to call it! </li> </ul><p>Keeping these rules in mind, one thing is clear - a chase should be treated as a deliberate activity - a D&D <em>mini-game</em> - and there needs to be a clear delineation on the DM’s part to state: “Okay, now we’re in a chase scene. Your main goal is not to incapacitate this opponent, but to <em>catch</em> them.” [/SPOILER]</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 9028167, member: 50987"] There are chase rules in Chapter 8 of the DMG. It's not just comparing movement rates. [SPOILER][URL='https://www.dndbeyond.com/posts/943-how-to-create-gripping-chase-scenes-in-d-d']From D&D Beyond[/URL]: [HEADING=1][B]The Rules of the Chase[/B][/HEADING] Chase rules are located in Chapter 8 of the [URL='https://www.dndbeyond.com/sources/dmg/running-the-game#Chases']Dungeon Master’s Guide[/URL]. Here are the most important points: [LIST] [*]Chases require a quarry and at least one pursuer, and in some instances, the pursuer can become the quarry. (For instance, if you’re running after a thief in a market and guards suddenly arrive, assume you’re the thief, and run after YOU instead.) [*]The quarry should start the chase some distance ahead of the pursuer. [*]Once that distance is determined, have all parties roll for initiative, but keep in mind that players are only allowed one action and one move. Bonus actions and reactions are not permitted, likely to streamline the chase and keep classes with high movement capabilities from catching the quarry too soon. [*]Chase participants can freely use the Dash action 3 times plus their Constitution modifier. For every usage of Dash afterward, they must pass a DC 10 Constitution check or gain a level of exhaustion. Once they hit exhaustion level 5 and their speed drops to 0, they fall out of the chase. [*]Every chase participant rolls a d20 at the end of their turn to see if complications occur. Complications are the bread and butter of D&D chases, and the Dungeon Master’s Guide presents two tables to consult from - Urban Chase Complications and Wilderness Chase Complications. More on those later, but one vital tidbit to remember: Complications affect the NEXT creature in the initiative order, not the one who just made their roll! [*]Chases can end in a few ways: 1) When the quarry or pursuer drop from exhaustion, 2) When the pursuer catches up to the quarry, perhaps initiating normal combat rules, 3) When the quarry succeeds on a Dexterity (Stealth) check at the end of a round to hide (assuming they’ve escaped the pursuer’s sight), and my favorite, 4) When you, the DM, decide to call it! [/LIST] Keeping these rules in mind, one thing is clear - a chase should be treated as a deliberate activity - a D&D [I]mini-game[/I] - and there needs to be a clear delineation on the DM’s part to state: “Okay, now we’re in a chase scene. Your main goal is not to incapacitate this opponent, but to [I]catch[/I] them.” [/SPOILER] [/QUOTE]
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