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When does the system "work"?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8602740" data-attributes="member: 6790260"><p>Forking this to its own separate post, as the previous got a bit long and this reply was added later:</p><p></p><p></p><p></p><p>I wasn't specifically calling for any particular bonus. I'm just saying that making it flat "the group with the highest CON wins" runs rather counter to the clear <em>intent</em>, which is to make a relatively flexible framework for any situation where you have hunter(s) and quarry, to provide mechanics for supporting and (ideally) enhancing the <em>feel</em> of the chase, the drama inherent in hounding or fleeing (or both). Due to the way Exhaustion works--the instant negatives it imposes on the very things you WANT to do as part of a chase (making checks and then, with two levels, <em>running</em>), it interacts in an anti-synergistic way without actually enhancing the drama to a meaningful degree.</p><p></p><p></p><p>I play very little 5e, so yes. Not technically <em>none</em>, but I haven't played it for a couple years now. I've played...maybe a dozen games (some intended as long-running games, some one-offs) since it came out, and a couple one-offs from when it was the D&D Next Playtest. The chase rules simply haven't come up.</p><p></p><p></p><p>You misunderstand. I don't mean the <em>long-term</em> consequences (since, as you say, a short rest clears that up). I mean the <em>short-term</em> consequences. Two levels of exhaustion--aka Dashing a mere two times beyond your limit--<em>halves your speed</em>. Moving at half speed <em>guarantees</em> you will be caught, so it's almost always completely counter-productive to Dash more than 4+CON times. Thus, the only choice is whether to take <em>one</em> level of exhaustion, or not. Up until that limit, there is never any better choice for the quarry than to Dash, because Dashing <em>doubles movement speed</em>, unless they're a caster that can cast a spell that gives more value than 30' movement (or the like)<em>.</em> As a result, up until that limit, there is never any better choice for the hunter(s) than to Dash too, unless they're spellcasters, in which case the best choice (so long as the enemy is still within range) is to cast <em>hold person</em> or a similar spell that can stop the enemy in their tracks.</p><p></p><p>You're thus left with hunters who either cast <em>hold person</em>(/etc.) or Dash, and quarry who Dash or teleport or the like. There is essentially never any reason to do anything else. The first level of exhaustion is bad for both hunters and quarry, but <em>maybe, possibly</em> worth it if they can capture/evade without having to roll a skill; if they have any thought that they <em>might</em> want to roll a skill to succeed, that Exhaustion is far, far too costly to accept unless they're utterly desperate and 30' more distance plus a disadvantaged roll is actually worth contemplating (which...man, you must be REALLY desperate!). Certainly, however, the second level of Exhaustion is completely untenable; any quarry that reaches that point will guaranteed be caught by hunters who can now move twice as fast as they can; any hunter who reaches that point will instantly be outrun.</p><p></p><p>It becomes a contest of "Who has the highest Con mod?" Which is both uninteresting (merely a comparison of two numbers that takes longer to process) <em>and</em> devoid of drama (there is only one answer, either "quarry," "hunter(s)," or "neither.") It is neither naturalistic (because skill has <em>diddly-squat</em> to do with a successful chase, ONLY Con mod), nor rigorous, nor theatrical.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8602740, member: 6790260"] Forking this to its own separate post, as the previous got a bit long and this reply was added later: I wasn't specifically calling for any particular bonus. I'm just saying that making it flat "the group with the highest CON wins" runs rather counter to the clear [I]intent[/I], which is to make a relatively flexible framework for any situation where you have hunter(s) and quarry, to provide mechanics for supporting and (ideally) enhancing the [I]feel[/I] of the chase, the drama inherent in hounding or fleeing (or both). Due to the way Exhaustion works--the instant negatives it imposes on the very things you WANT to do as part of a chase (making checks and then, with two levels, [I]running[/I]), it interacts in an anti-synergistic way without actually enhancing the drama to a meaningful degree. I play very little 5e, so yes. Not technically [I]none[/I], but I haven't played it for a couple years now. I've played...maybe a dozen games (some intended as long-running games, some one-offs) since it came out, and a couple one-offs from when it was the D&D Next Playtest. The chase rules simply haven't come up. You misunderstand. I don't mean the [I]long-term[/I] consequences (since, as you say, a short rest clears that up). I mean the [I]short-term[/I] consequences. Two levels of exhaustion--aka Dashing a mere two times beyond your limit--[I]halves your speed[/I]. Moving at half speed [I]guarantees[/I] you will be caught, so it's almost always completely counter-productive to Dash more than 4+CON times. Thus, the only choice is whether to take [I]one[/I] level of exhaustion, or not. Up until that limit, there is never any better choice for the quarry than to Dash, because Dashing [I]doubles movement speed[/I], unless they're a caster that can cast a spell that gives more value than 30' movement (or the like)[I].[/I] As a result, up until that limit, there is never any better choice for the hunter(s) than to Dash too, unless they're spellcasters, in which case the best choice (so long as the enemy is still within range) is to cast [I]hold person[/I] or a similar spell that can stop the enemy in their tracks. You're thus left with hunters who either cast [I]hold person[/I](/etc.) or Dash, and quarry who Dash or teleport or the like. There is essentially never any reason to do anything else. The first level of exhaustion is bad for both hunters and quarry, but [I]maybe, possibly[/I] worth it if they can capture/evade without having to roll a skill; if they have any thought that they [I]might[/I] want to roll a skill to succeed, that Exhaustion is far, far too costly to accept unless they're utterly desperate and 30' more distance plus a disadvantaged roll is actually worth contemplating (which...man, you must be REALLY desperate!). Certainly, however, the second level of Exhaustion is completely untenable; any quarry that reaches that point will guaranteed be caught by hunters who can now move twice as fast as they can; any hunter who reaches that point will instantly be outrun. It becomes a contest of "Who has the highest Con mod?" Which is both uninteresting (merely a comparison of two numbers that takes longer to process) [I]and[/I] devoid of drama (there is only one answer, either "quarry," "hunter(s)," or "neither.") It is neither naturalistic (because skill has [I]diddly-squat[/I] to do with a successful chase, ONLY Con mod), nor rigorous, nor theatrical. [/QUOTE]
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