Start by deciding how far behind the pursuer is, and how far ahead the target needs to get to escape. I recommend starting at a distance of 1 or 2 and having escape at about 5.
The actual meaning of these numbers varies depending on what sort of chase we are talking about. In a chase through busy streets each unit of distance could be 5m with escape possible at 25m. In a car chase each unit might be 20m with escape at 100m.
Each round of the chase make an opposed roll, if the pursuer wins, decrease the distance between them, if the prey wins, increase the distance. If the distance drops to 0, the pursuer gets a chance to capture the prey. If the distance reaches 5 either the prey escapes or they get to try and hide.
For short chases the rolls might be Strength tests, longer chases might be Constitution tests. On horseback roll your riding skills. In cars roll driving.
Lastly, if one side has a faster horse or car or whatever, let them roll with Advantage.
Tore Nielsen Two more points (I've never written these rules down before):
Any crazy plans my players come up with just get worked in however feels right at the time. If the player being pursued says he's knocking over a vegetable cart then the pursuer needs to pass a Dex check or fall back a distance. Just throw in tests and reward good ideas backed up with good rolls.
One potential problem is that a chase between similar opponents can go on a long time. After a while (maybe after 5 rounds) you could change the time scale of each roll to account for 2 distances. Or since you are running Macchiato Monsters you could give each runner an Endurance Risk Dice which they roll each round and when it runs out they have to stop.
I have done pitched battles using usage dice, and it can probably work with chases.
Let's say my car is a d8 and yours is a d6. I'm in the lead by 3 points. So we roll off. I get a 3 and you get a 5. Woah, gaining on me - difference of 2 points, so my lead is now 1 point AND I rolled a 3 so my die is now d6.
Ok, so I release some smoke behind me to keep your off of my tail. The GM rules this as a disadvantage for you. I roll a 4, you roll 2d and take the worst. A 5 and a 2. Haha, smoke gives me a lead of 3 points again, and you're down to a d4. I'm gonna win, sucka.
But you use your turbo boosters, an advantage for you. I roll a 3 (shit down to d4) and you get a 4 and a 2. You gain on me by 1 point and now we're both a d4s. WHO WILL WIN?!
To liven things up, vary between opposed and non-opposed rolls.
Opposed rolls make the most sense when the participants are running over flat ground, because that’s pretty much a competition to see who’s fastest.
But what if there’s an obstacle? Like maybe the pursued steers his horse through a crowded patch of woods, and the pursuers have to follow him. Then you might assign a difficulty to the woods (to represent avoiding low-hanging branches, tripping over roots, etc), and have them both roll against it. If both succeed, the one with the largest margin of success is the victor.
I haven't, but I hope someone has :)
ReplyDeleteHere's what I do:
ReplyDeleteStart by deciding how far behind the pursuer is, and how far ahead the target needs to get to escape. I recommend starting at a distance of 1 or 2 and having escape at about 5.
The actual meaning of these numbers varies depending on what sort of chase we are talking about. In a chase through busy streets each unit of distance could be 5m with escape possible at 25m. In a car chase each unit might be 20m with escape at 100m.
Each round of the chase make an opposed roll, if the pursuer wins, decrease the distance between them, if the prey wins, increase the distance. If the distance drops to 0, the pursuer gets a chance to capture the prey. If the distance reaches 5 either the prey escapes or they get to try and hide.
For short chases the rolls might be Strength tests, longer chases might be Constitution tests. On horseback roll your riding skills. In cars roll driving.
Lastly, if one side has a faster horse or car or whatever, let them roll with Advantage.
That looks really good! I'll use that. :-) Thanks.
ReplyDeleteTore Nielsen Two more points (I've never written these rules down before):
ReplyDeleteAny crazy plans my players come up with just get worked in however feels right at the time. If the player being pursued says he's knocking over a vegetable cart then the pursuer needs to pass a Dex check or fall back a distance. Just throw in tests and reward good ideas backed up with good rolls.
One potential problem is that a chase between similar opponents can go on a long time. After a while (maybe after 5 rounds) you could change the time scale of each roll to account for 2 distances. Or since you are running Macchiato Monsters you could give each runner an Endurance Risk Dice which they roll each round and when it runs out they have to stop.
I have done pitched battles using usage dice, and it can probably work with chases.
ReplyDeleteLet's say my car is a d8 and yours is a d6. I'm in the lead by 3 points. So we roll off. I get a 3 and you get a 5. Woah, gaining on me - difference of 2 points, so my lead is now 1 point AND I rolled a 3 so my die is now d6.
Ok, so I release some smoke behind me to keep your off of my tail. The GM rules this as a disadvantage for you. I roll a 4, you roll 2d and take the worst. A 5 and a 2. Haha, smoke gives me a lead of 3 points again, and you're down to a d4. I'm gonna win, sucka.
But you use your turbo boosters, an advantage for you. I roll a 3 (shit down to d4) and you get a 4 and a 2. You gain on me by 1 point and now we're both a d4s. WHO WILL WIN?!
Aaaa! Who!?
ReplyDeleteThanks! :-) Now I'm spoiled for choice.
To liven things up, vary between opposed and non-opposed rolls.
ReplyDeleteOpposed rolls make the most sense when the participants are running over flat ground, because that’s pretty much a competition to see who’s fastest.
But what if there’s an obstacle? Like maybe the pursued steers his horse through a crowded patch of woods, and the pursuers have to follow him. Then you might assign a difficulty to the woods (to represent avoiding low-hanging branches, tripping over roots, etc), and have them both roll against it. If both succeed, the one with the largest margin of success is the victor.
Robbert Raets Can I ask you how it ran on your computer?
ReplyDelete