Sie sind auf Seite 1von 5

Chase Rules

The Move Check


creature (or vehicles) Move is +2 per 5 feet of their base speed. (For example, Joe, an unencumbered human
fighter with a base speed of 30 feet, has a Move of +12.) A Move check is simply a roll of d20 + Move.
You can calculate Move off any movement type it works for running, swimming, climbing, flying, animal-drawn
vehicles, ships, and more. You will often see chases mixing many types of movement.
Move changes along with the characters base move difficult terrain, encumbrance, et al. Apply modifiers to the
characters base speed as usual and then change their Move to suit. For example, if Joe the fighter dons plate
armor and his base speed changes to 20 feet, then his Move becomes +8. If he is then moving through difficult
terrain (half speed), then his Move becomes +4.
Extra Bonus: For those in the chase on foot, a player can add their character's Con bonus to
their move check in any given round but must then have to make a -1 Con check to not
become fatigued from the exertion. A mounted character with a Horsemanship skill may use their
horse's ability scores instead (Str 15, Dex 13, Con 16, Int 2, Wis 12, Cha 6 HP 8). Use this
same formula for other movement types (riding, swimming) because it takes differing speeds into
account well.

Basic Chase Rules


Rather than keeping up with specific distances moved, a chase is more concerned with relative distance; who is
keeping up or falling behind. You dont want the excitement of a chase to get bogged down in detailed
measurements, you want it to be fast and furious. Therefore once we leave the battle mat, we will keep track of
movement in a slightly more abstracted manner.

The Chase Track


Participants in a chase will be represented on a chase track reflecting how far back a given pursuer is are relative
to the leader. The initial leader in a chase is whoever first makes a run for it with the intention of leaving the
area. The chase track is split up into six abstract positions reflecting the distance from the leader.
Chase Track Positions
1.
2.

3.
4.
5.

6.

Shoulder to Shoulder - Within melee range of leader. Subject to all obstacles the leader has to deal with.
Just Behind - Right on the leader's heels. Take on same obstacle as leader at -2, or avoid at -3.
Behind - Within 30 feet of the leader. Take on same obstacle as leader at -1, or avoid at -1.
Following - Well behind the leader. At this vantage, most obstacles may be avoided.
Falling Behind - Barely in sight of the leader. Still in the chase, but perhaps not for long.
Lost - You have completely lost track of the leader. If you have allies still in the chase and you can still

run (not fatigued or giving up) you can continue to chase after your allies in order to at least arrive on
the scene once the chase is over, but you cant get back into the actual chase proper.

Getting Started
Chase participants start at a chase track position that makes sense to the GM. The leader always begins in the
Leading position on the chase track. If a pursuer is right there next to the leader and takes off after them
immediately on their turn, they can start in the Point Blank position. If a pursuer is already a round of movement

away from the opponent who initiated the chase, or pauses to attack or take another action before they get going,
or otherwise delays participation in the chase, you might start them at Medium range or farther back. Chase
participants continue to act in their initiative order. If a chase begins before combat is underway, determine surprise
and initiative as normal perhaps the prospective chase leader can flee before his opponents take other actions,
perhaps not.

Closing the Distance


On their turn, each participant makes a Move check. The leaders check sets any move modifiers for all the other
participants. For each 5 points by which a pursuer beats the leaders Move check result, they close by one category
on the track; similarly they slip back by one category on the track for each 5 points by which they roll under the
leaders Move check result. A pursuer can move up or down multiple levels on the track in a single round. A
participant in the chase can always choose to slow down and drop back on the chase track if they desire.
For example, Joe the fighter is in the lead and has a Move of +12 and rolls a 12 on his Move
check, for a total of 24. A pursuer making a Move check against this DC of 24 and getting a
Move check result of 20 to 28 would stay in the same position they started in during their turn.
They would move up a position on the chase track if their result was a 29 or more, and fall
back a position on the chase track if their result was a 19 or less.

Taking the Lead


If someone other than the leader wants to pass the leader, they need to pass up out of the Leading position as
usual (for example, by being in the Leading position and then beating the existing leaders Move check by more
than 5). Then they become the new leader in the chase. Other participants all shift back a position relative to the
leader (but not relative to each other). The new leaders Move check is then used to set the bar for the other
participants, who continue to act in the existing initiative order.

Obstacles
In any chase, there can be a multitude of different kinds of obstacles and complications that can come up. In
general the checks to pass these obstacles are -2. If a character fails a check, they drop back one level on the
chase track; if a player rolled a 19 or 20 when they failed, then their character takes 1d4 damage from a collision
or similar mishap (Roll Horsemanship -2 for unhorsing. If not unhorsed, the mount is wounded instead!). Through
the natural features of the forest, each round presents a 1 in 3 chance of bringing a mandatory obstacle, or the
leader can deliberately head towards obstacles as desired. If the leader or a pursuer rolls a 19 or 20, they pose a
risk to any parallel or following participants, who must roll an additional ability or skill check to avoid. A failed roll
indicates that the following participant has been caught up in the same problem as the one ahead, and may not
advance any further on the track, regardless of their move check result.

The Leader Initiative


In the case that the leader is a monster or NPC: If the obstacle roll is 2 or 3 (unobstructed), the DM may Roll d6
to determine if the leader will choose to gain ground or seek out an obstacle anyway (1-4 = open ground, 5-6 =
seek obstacle). If the obstacle roll is 1 (obstructed), the DM may roll d6 to determine if the leader will take on the
obstacle, or turn and stand their ground (1-5 = take on obstacle, 6 = turn and fight). It is suggested that the
leader will NOT likely turn and fight unless one of their pursuers is either Shoulder to Shoulder or Just Behind,
and/or the leader is wounded.

The Obstacle Roll


Roll 1d8, followed by another 1d3 to find out what type of obstacle is encountered:

Simple (1) a tree, (2) a hedge of bushes, (3) a log. Dodge or leap using Dex or Horsemanship.
Barrier (1) a dense thorny hedge, (2) a large upturned root, (3) a small dirt ridge. Round or surmount

using Dex or Horsemanship.

Wall (1) an overhanging stone ridgeline, (2) massive fallen tree. Quickly find a gap through to the top

using Wis. at an additional -2.

Gap (1) a sudden ditch, (2) a narrow ravine, (3) a sinkhole. Clear with a mighty leap using Str, Dex, or

Traffic (1) 1d6 startled birds, (2) 1d4 elk or deer, (3) 1d4 other (squirrel, polecat, pine marten). Negotiate

Horsemanship at an additional -1.


through using Dex, Wis, or Horsemanship.

Squeeze (1) a space between two hedges, (2) a tight grove of trees, (3) the mouth of a gully. Quickly

find a gap through to the top using Wis. at an additional -1.


Water (1) a rushing river, (2) a stream, (3) a pond. Cross using Dex or Horsemanship at additional -1.
Terrain (1) a mud pit, (2) a steep slope, (3) a flat and slippery patch of bedrock. Cross using Dex or
Horsemanship.

Chase participants farther back on the chase track can choose whether or not to attempt the same obstacle. Party
members who are shoulder to shoulder must negotiate the same obstacles as the leader. Those just behind can
take on the same obstacle or make an alternate check at -3 to avoid it. (i.e. Having a better vantage to an
alternate route.). Characters following behind can either take on the obstacle as the leader at -1, or an alternate
check at-1 (i.e. They benefit from seeing all the alternatives in advance). Chasers farther back can generally avoid
most obstacles, but the DM may require them if its logically necessary (the leader swam across the river, for
example). All participants in the chase may utilize ANY skill or ability bonuses available to them in order to
overcome obstacles or gain an upper hand, but may only make as many actions as they have attacks in their
profile. If the chase goes a number of rounds equal to anyones Con score they have to make a Con check each
round or become fatigued, loose their wind, and effectively drop out. If the leader of the chase should reach this
point, they will turn and fight. If all members of the hunting party drop out of the chase in this manner, then
they have been evaded, and their quarry escapes. A new search to resume the chase must be made, and if the
quarry is found the Chase Track begins anew.

Ending a Chase
In some cases, a chase has a goal or a finish line, or somewhere the participants are trying to reach. Determine
how many rounds of chase are required to get there (or how many points of Move, and tally up the rolls each
round to see when they hit the desired number ( A quarter mile, for example, is 1320 feet which could be
equated to a total of 528 points of Move rolled by the leader). The leader determines what general direction hes
going. The GM may determine some directions are infeasible based on the circumstances of the chase.
In many cases, the goal is more vague - get away or dont let that guy get away - in which case the chase
proceeds until one of those two things happen (or someone loses an eye in the process). Participants who are
killed, knocked out, fatigued, or otherwise rendered incapable of continuing drop out of the chase. The chase ends
when no one wants to chase anyone else any more.

A Simple Chase Example


Joe the fighter is in combat with Natasha the necromancer and her skeleton minion. All three
have Speed 30 ft. and therefore have Move +12. Joe is toe-to-toe with the skeleton and the
priestess is standing 30 feet away casting spells at him.
Joe is wounded badly and decides he needs to cut and run. On his turn in the initiative order,
he says I run for it! (technically, a Withdraw action). The chase begins.
Joe is the leader as the chase begins. He makes a Move check and rolls a 9 on the die and
+12 for his Move, which gives him a total result of 21. The skeleton, following its prior
command directive of "Kill that guy!", immediately clatters after him on its turn, so it starts in
the Shoulder to Shoulder position. It rolls a 16 (+12) on d20, so its Move check of 28 beats
Joe's by 5, and it catches up to him quickly and is with Joe in the Leading position on the
chase track.
Natasha was already 30 away and would start at Just Behind range if she joined the chase
immediately. But she decides to take the chance of pausing to drink a potion of speed before
pursuing Joe. While this loses her half of her Move this round, and causes the GM to rule that
she starts in the Behind position on the chase track, she is counting on the potion effect to
allow her to catch up quickly. With her new base speed of 60 ft., her Move is +24! This first
round, however, its only +12 (halved because of the use of a standard action to drink the
potion), but she rolls a 14 on her d20 for her Move check netting a 26 (5 more than Joes 21),
enough to gain on Joe and move from Behind to Shoulder to Shoulder position despite her
delay!
The chase proceeds the next round in order; each participant can choose whether to run all out,
pause and try to make an attack or cast a spell, or jockey for position.
Joe just keeps running. He rolls a 19, setting the bar for this round at a respectable 31.

The Chase Flowchart


The chase participants act in initiative order, either their initiative from an existing combat or a newly rolled
initiative order.
1. Start the Chase. The person who starts it becomes the leader.
2. Determine Position. Place other chase participants in their starting position on the chase track.
3. Leader Acts.
a. Determine Direction The leader sets this unless theres maneuvering afoot. Make the opposed
maneuvering check and modify participants Movement modifier accordingly.
b. Determine Obstacle Roll to determine if there is an obstacle this round, with a doubled chance if
the leader declares that they are looking for one.
c. Pre-Movement Actions Resolve any actions the leader wants to take before moving as normal
and reduce their Movement modifier by the appropriate amount.
d. Move - If they are attempting to push themselves or a mount to greater speed, resolve that
attempt now and apply the result to their Movement modifier. Then the leader rolls their Move
Check to set that rounds Chase DC.
e. Evade The leader rolls to avoid the obstacle presented this round, if any. If they fail, all pursuers
move up a position on the chase track.
f. Post-Movement Actions If the leader decides to attack or perform another action after moving,
resolve it. Its OK to decide it at this point, just dock the Chase DC by the relevant amount that
their Movement modifier is reduced by.
g. Fatigue Resolve and track fatigue and rounds spent running.
4. Pursuer Acts. Next pursuer in the initiative order gets to act. Their actions look a lot like the leaders,
except that they arent deciding whether to try to provoke an obstacle or not, and have more choices in
terms of how to avoid obstacles based on their chase track position.
5. Repeat step 4 for all pursuers and go to step 3 when the leader (or a new leader)s turn to act arrives

RANDOM ENCOUNTER CHARTS


Roll a d12 for Random Encounters in the Forest each Turn.
1 Special Location
2-3 Benign Item
4-5 Hunting Clue
6-7 Benign Location
8-11 No Encounter
12-13 Common Location
14-15 Benign Encounter
16-17 Natural Obstacle
18 Special Encounter

Special Locations d12


Rickety Bridge over a River
Ancient Oak Tree
Forgotten Hunting lodge
Peaceful Oak Grove
Old Water Mill beside Stream
Abandoned Campsite
Ancient Stone Circle
Overgrown Pagan Shrine
Broken Watch Tower
Ancient Ruins
Hermits Shack
Abandoned Bandit Hide Out

Benign Items d12


A dozen old daggers punched into a tree's trunk
1d4 Ancient Coins in grass
Crucifix Pendant
Copper Ring
Rusted Chisel
Old Bucket
Forgotten Bear Trap
Rusted Knife
Old Waterskin
Box of Rusted Nails
An Old Knight's Spur
Old Encrusted Sword in Moldy Sheath

Hunting Clues d12


Lymer Barking in the Distance
Trees with Tusk Rubbing Signs
Bear tracks
Deer tracks
Wolf/dog tracks
Boar Rootings in a Clearing
Boar tracks
Fewments (d6 boar, bear, deer, wolf, hare, ferret)
Rabbit Trail
Deer Trail
Wallowing Hole
Empty Nest ( d2 Deer, Boar)

Benign Locations d12


Remnants of Old Campfire
Grove of Dead Trees
Smell of Feces Nearby
Eerily Quiet Clearing
Scorched Area
Woodcutter's Trail
Horse Trail
Skeleton of Animal
(Benign Locations Contd.)

Dead Tree
Old Tree (With active bees nest inside.)
Brook (fresh water)
Pocket Cave (empty wolf den)

Common Locations d12


Mushroom Covered Log
Large Patch of Flowers
Small Pond
Stand of Birch Trees
Clearing
Pine Trees
Bald Hill
Steep Wooded Hill
Large Hollow Tree
Fern-filled Clearing
Rocky Outcropping
Carpet Of spongy moss over large area

Benign Encounters d12


Squirrels chasing each other
Hawks circling overhead
Large beetle buzzes around head
Crow squawks repeatedly on approach
Cloud of insects moves across path
Pair of small birds harass the party
A Party member breaks out in hives and uncontrollable sneezing
A horse gets a serious cramp in it's leg
Small animal found caught in a snare
Party member or horse gets rock in shoe
Someone steps into a hornet nest!
Party discovers ticks (or leeches) on their bodies!

Natural Obstacles d12


Beaver Pond
Wide Gorge
Hidden Sinkhole
Goat Trail up Stone Cliff
Leech infested Pool
Rushing Stream (Dangerous current)
Rocky Terrain (Half movement speed)
Hatched Eggs (Below a nest)
Dense foliage (Half movement speed)
Great toppled tree, roots outstretched
Cliffside
Little Waterfall Grotto

Special Encounters d12


Surprised 1d4 Deer with 1d4 Fawn
Surprised Ten Point Hart!
Surprised A Grand Old Boar! (Not the quarry)
1d8 Woodcutters (1d2 if paid their woodpenny)
Surprised Boar Sow with 2d4 Squeakers
1d4 Bear Cubs (Mother Bear nearby)
1d4 Elves Hunting
2d4 Wolves
Lost Child
1d4 Poachers
1d6 Bandits
Lost and wandering livestock ( d6: chicken, horse, cow, goat, goose, pig)

Das könnte Ihnen auch gefallen