Chase Rules [Archive] - Wizards Community

Post/Author/DateTimePost
Delgar

01-05-06, 10:29 AM
Although not specific to Eberron, it is something that will definately come up in an Eberron game.

How do you guys handle land chases?
Air Chases?
Water Chases?
Mounted Chases?

Any ideas?
Rathis Darkwielder

01-05-06, 11:26 AM
I'm having a chase scene in my next session, so I'll tell you how I plan on doing it. Note that I'm not sure if it will work alright ;) Also, it assumes the pc's don't have a higher movement speed than the ones they are chasing (otherwise it would soon be over I assume).

Inspired by one of the topics on these boards, I'm planning on a chase across the rooftops (and streets for some part) of Fairhaven during the anual fireworks festival. Seemed pulpy enough to me :cool:

Anyway, I won't go into details, but the players will have to catch three thieves who have stolen something from them and who are now fleeing from the harbor towards the nearly departing lighting rail train. As the chase begins, I ruled the thieves have a headstart of 30 feet.

Now during the chase, the players will be called upon to make a couple of skill checks (balance, climb, jump, tumble mostly). For some of these checks, they gain 5 feet on the thieves if they succeed, for others they avoid getting a 5 feet penalty if they succeed.

For example, at some point the thieves will have to jump off the roofs to get to the lightning rail station (across the plaza). To follow them, the players will have to make a DC15 jump check to avoid damage and a 5 ft penalty. Also, they can make a DC15 tumble check to land nimbly and gain 5ft on the thieves.

During the chase, the players have ten opportunities to gain 5 feet and five opportunities to lose 5 feet. If you want the thieves to have a greater chance of escaping, just lower the number of opportunities to gain on them.

Of course, these are just the rules. A good description is perhaps even more important in a chase scene.
treehouse916

01-05-06, 11:32 AM
Spycraft 2.0 has some great rules for chases. I'm not sure how to tell you more without violating copyright, but if you get a chance, take a gander at that book.
Naudachu

01-05-06, 12:22 PM
This is something I've been struggling with, too. I wouldn't advise doing this in the first game of the campaign unless you really know the rules. It can easily grind to a halt (trust me I know :( ).

I was using the chase rules in City Works, but they didn't work too well. DMG II has some good chase rules, but could probably use a little tweaking to fit your taste. One thing I thought would be good is a +2 bonus to those with at least 5 ranks in Knowledge(local).