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What is the best way to handle a chase scene?
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<blockquote data-quote="Radiating Gnome" data-source="post: 6011865" data-attributes="member: 150"><p>I'm just backing up QL here -- he's got a lot of great ideas, and the bottom line is that anything --really anything -- can work, depending upon what you want to do. </p><p></p><p>I'd be inclined to play around with the format a bit -- if the PCs are on three wagons, then what you're running is really three parallel skill challenges, not just one. Or, at the very least, someone needs to spend their "round" driving each wagon. </p><p></p><p>Some options: </p><p></p><p>1. Come up with a series of "locations" that the wagons must navigate. Each location forces a specific set of rolls. The GameMastery chase deck can be a cool way to do that, but you don't need that -- you can just invent them on their own. Imagine scenes in a movie chase through the woods -- what are the challenges:</p><p></p><p>- Fallen log (acrobatics/athletics check to hold on; endurance check or take damage from being slammed around; nature/thievery check to keep the cart moving)</p><p>- Muddy Creek Bed (hard nature check to plow through - PCs who get out to push for the round can assist)</p><p>- Hairpin turns downhill/uphill (nature/acrobatics to stay on the wagons; pursuit ranges while in this zone are all treated as one step shorter)</p><p></p><p>.... and so on. In each round, a PC who is not engaged in the skill checks to keep the wagons moving can try some other actions -- create diversions, try to slow down pursuit, attack pursuers, etc. In each round there are goblins who can attack the wagons -- pickets who have been alerted by war drums and the racket created by the PCs attack as the Pcs go by, and worg-riders are right on their tails. You might want to have the worg riders concentrate on one card -- and try to attack the horses, rather than the PCs -- try to bring the cart to a halt, rather than kill the Pcs. Once the cart has been stopped, the rest of the goblin horde can finish the fight. </p><p></p><p>2. Try a version where you put the PCs in charge. Think of it as a game of "horse" (the basketball shooting game). The PCs are the ones running, so they pick the paths. There are roads, open meadows, game trails, and a host of other choices, so just leave it up to them. </p><p></p><p>Start with the pursuit (a bunch of goblins, some riding worgs) and the Pcs. Set up a set of boxes on the table for range bands -- Melee Range, Short Range, Long Range, Keeping Up. </p><p></p><p>The PC drivers pick a DC, and a skill (Dm's approval, of course). This represents the PCs picking the path they're going to take. Each goblin in pursuit has to make the same skill check. </p><p></p><p>- If all of the Pcs make the skill check, then the goblins must also make the skill check. Any that fail drop back a range category. </p><p>- If all of the Pcs fail the check, the goblins automatically advance a range category</p><p>- If some of the Pcs fail the check, those that succeed can choose to either hang back with the PC wagon that failed (and accept the failed result) or leave their companion behind. If they leave their companion behind, you can either split the whole thing into different challenges, or just allow the PCs that got ahead to escape automatically (but take them out of the encounter). </p><p>- At the end of the chase resolution each round, the goblins attack depending upon the range band they've managed to achieve. PCs who are not driving can also fight back. Once again, you might want the Goblins to attack the horses pulling the wagon rather than the Pcs -- once those horses are dead the chase is over, and the goblin horde can overwhelm them. </p><p></p><p>Really, anything goes -- just imagine the chase scene you'd like to see the PCs play through, and try to make it work. I kinda like the latter idea -- letting the PCs pick some DCs feels like a fun reversal, and the potential fun when one of the PCs rolls badly and holds everyone else up (or is left behind) could be a lot of fun. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6011865, member: 150"] I'm just backing up QL here -- he's got a lot of great ideas, and the bottom line is that anything --really anything -- can work, depending upon what you want to do. I'd be inclined to play around with the format a bit -- if the PCs are on three wagons, then what you're running is really three parallel skill challenges, not just one. Or, at the very least, someone needs to spend their "round" driving each wagon. Some options: 1. Come up with a series of "locations" that the wagons must navigate. Each location forces a specific set of rolls. The GameMastery chase deck can be a cool way to do that, but you don't need that -- you can just invent them on their own. Imagine scenes in a movie chase through the woods -- what are the challenges: - Fallen log (acrobatics/athletics check to hold on; endurance check or take damage from being slammed around; nature/thievery check to keep the cart moving) - Muddy Creek Bed (hard nature check to plow through - PCs who get out to push for the round can assist) - Hairpin turns downhill/uphill (nature/acrobatics to stay on the wagons; pursuit ranges while in this zone are all treated as one step shorter) .... and so on. In each round, a PC who is not engaged in the skill checks to keep the wagons moving can try some other actions -- create diversions, try to slow down pursuit, attack pursuers, etc. In each round there are goblins who can attack the wagons -- pickets who have been alerted by war drums and the racket created by the PCs attack as the Pcs go by, and worg-riders are right on their tails. You might want to have the worg riders concentrate on one card -- and try to attack the horses, rather than the PCs -- try to bring the cart to a halt, rather than kill the Pcs. Once the cart has been stopped, the rest of the goblin horde can finish the fight. 2. Try a version where you put the PCs in charge. Think of it as a game of "horse" (the basketball shooting game). The PCs are the ones running, so they pick the paths. There are roads, open meadows, game trails, and a host of other choices, so just leave it up to them. Start with the pursuit (a bunch of goblins, some riding worgs) and the Pcs. Set up a set of boxes on the table for range bands -- Melee Range, Short Range, Long Range, Keeping Up. The PC drivers pick a DC, and a skill (Dm's approval, of course). This represents the PCs picking the path they're going to take. Each goblin in pursuit has to make the same skill check. - If all of the Pcs make the skill check, then the goblins must also make the skill check. Any that fail drop back a range category. - If all of the Pcs fail the check, the goblins automatically advance a range category - If some of the Pcs fail the check, those that succeed can choose to either hang back with the PC wagon that failed (and accept the failed result) or leave their companion behind. If they leave their companion behind, you can either split the whole thing into different challenges, or just allow the PCs that got ahead to escape automatically (but take them out of the encounter). - At the end of the chase resolution each round, the goblins attack depending upon the range band they've managed to achieve. PCs who are not driving can also fight back. Once again, you might want the Goblins to attack the horses pulling the wagon rather than the Pcs -- once those horses are dead the chase is over, and the goblin horde can overwhelm them. Really, anything goes -- just imagine the chase scene you'd like to see the PCs play through, and try to make it work. I kinda like the latter idea -- letting the PCs pick some DCs feels like a fun reversal, and the potential fun when one of the PCs rolls badly and holds everyone else up (or is left behind) could be a lot of fun. -rg [/QUOTE]
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