I've been rewriting rules for chases for a long time. I don't really want to use anything else I've ever read, but I like this. I haven't been able to playtest them yet, but Luka Rejec is planning to try them out soon, and I hope to do so in my game in a week. They borrow heavily from Gus L's Appolyon Player's Guide Part 1, which is a document I've returned to again and again, always gaining inspiration.
If you'd like to have a look at other good chase rules, here are my recommendations:
- Crazy board game chase rules by James Young.
- If you'd like a chase to be more of an alternate battle sequence with a goal of escape, try John Bell's rules which I borrowed slightly from. They're great for that.
- Or you could use Chris McDowall's wonderfully simple rule: "Fleeing to safety under pursuit requires a DEX save and somewhere to run to."
Highlights
- Fast.
- Not a minigame.
- Allows a round of missile fire in some chases.
Chases
- Determine how far the Chased move away from the location of the original encounter: 1D4: 1. near. 2. far. 3. very far. 4. distant. *
- To flee or to chase the party rolls 1D6+modifier of slowest party member (-6 to +6. See chart below.)
- The slowest party member may drop an item held in their hands to +1 to this roll.
- If the party is far before they begin to flee, +1 to this roll.
- The non-player party rolls 1D6+modifier (-6 to +6 according the referee's discretion - see chart below.)
- Compare the results.
- If both roll results are the same, each side may exchange a round of missile fire. Then return to step 1 of this procedure.
- If the Chased roll result is higher, check the enemy's Morale to determine whether they search for the player party. If the Chased dropped something the Chasers desire, add 2 to this Morale roll.
- If the Chasers's roll result is higher, they catch up to the chased and gain Initiative in the resulting encounter.
Chase bonus | Creature |
---|---|
-2 | Injured or Encumbered |
0 | Heavy armor wearer |
+1 | Medium armor wearer |
+2 | Light armor wearer |
+4 | Unarmored/Unarmed |
+5 | Cheetah |
+6 | Ghost |
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