Running and Pursuit (variant rule) [Archive] - Wizards Community

Post/Author/DateTimePost
Bazcasta

02-24-06, 01:46 PM
I'm not sure if this has been thought up or if it already exists, but here is a variant to use for conducting running and pursuit (say a character is chasing or beign chased by someone.)

You can run at full speed for a number of rounds equal to your constitution. After that, you must make a constitution check DC equal to your 10 (or would 15 be better) +1 (per round over your constitution score.)

Does this sound reasonable?

Here is another thing I thought of. While you are running you can run at half speed to retrieve an item. This retrieve requires two rounds of half speed movement.

Does this sound reasonale?

While one person is chasing another, to determine whether or not they chaser gains the chasee, they make opposed constitution checks.

I am posting this here, because of a lack of interest at the comabt and equipment board.

What do you guys think? Anyone have any similiar rules or tweaks for this?
Phoenix Knight

02-24-06, 03:21 PM
There actually is a similar rule.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

I was actually working on another thread to make chases more exciting and random, though I haven't got much feedback yet. Have a look (http://boards1.wizards.com/showthread.php?t=592739).
Bazcasta

02-24-06, 04:49 PM
I like the idea, but I doubt many people would want to use skill points for speed.. Maybe if it increased with con?
Phoenix Knight

02-24-06, 05:23 PM
Hmmm. I was actually concerned it would become one of those things everybody always maxed, thus kind of defeating the purpose of variation. You think most people aren't worried about running speed, though?

Maybe you're right; I don't know yet.

What do mean, however, "if it increased with Con?" You mean the bonus to your speed increased based on your Con score? Your Con score affects your ability to keep running, but I hadn't intended to make affect your speed while running.
Bazcasta

02-25-06, 12:42 PM
yeah I hadn't thought of con like that. Right now what I'm leaning towards is the opposed constitution checks (to see which person is running harder). THe winne gains what though? 5ft, 10ft? And should it be just 5/10 ft closer or 5/10ft movement speed closer?
Phoenix Knight

02-25-06, 02:51 PM
If you're going that route, I'd go with the 5 or 10 ft speed increase, not just 5 ft closer, for the sake of not making chases take forever.
Bazcasta

02-25-06, 05:14 PM
In that case I will go with a 5ft speed increase towards the target(or away from). Considering creatures with a 30ft movement, one would gain 20ft, compared to 40ft with a 10ft speed increase. However, it might be better to leave 5/10ft for variable results of a check instead of pass fail?

Does that sound reasonable?
Phoenix Knight

02-26-06, 01:56 AM
I'd go with some kind of flat bonuses. Opposed checks where you win or lose could be problematic, because you're likely to have more than two participants (unless you run one-on-one games). The party chases the BBEG, the BBEG chases the party, the party chases the enemy party, etc.

Maybe DC 10 equals +5 ft
DC 20 = +10 ft

and so on. Because you're talking about an ability check, high DCs are hard to make. DC 25 would be spectacular.

Although, you run into realism problems if you do it this way, but not sure if that's an issue for you.
A 30ft speed person gets a +10 bonus to have 40 ft speed. If he has the Run feat, he runs at x5, for 200 ft. This means in a minute he covers 2000 feet. If he could maintain this pace, he could do a mile in like 2:40 (roughly). That's absurdly fast. Granted, the rules should prevent him from maintaining this pace for 20+ rounds (unless he has a 20 con), but, anyway...