Shark

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I plan on running a chase scene for my players using the Chase Subsystem rules from the GMG, and I was just hoping for some input before I bring it to the table

Mostly I'm wondering if I am setting proper DCs for the party (5, level 1 PCs) to be able to reasonably succeed while still feeling challenged.

Here's what I have:

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The Chase

In order for the PCs to move forward each obstacle requires a number of chase points greater than or equal to the number of PCs attempting it.

crit fail = -1pt

fail = 0 pts

success = 1pt

crit success = 2 pts

If a PC fails to move forward for 2 rounds, they are out of the pursuit.

Obstacles

1.) Crowd (1st) DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow of the crowd, DC 16 Intimidation to scare everyone out of the way, DC 14 Deception to yell "police!" or "fire brigade!" to clear crowd

Splitting Paths

The ground is crowded and cluttered and requires a mix of skills to progress. The rooftops are clear but require more difficult athletics and acrobatics checks. The PCs are free to choose

Ground path

2a.) Plate Glass Movers (1st) Ranged attack roll to shatter the glass (AC 20, 1hp), DC 14 Intimidation/Society/Deception/Diplomacy to make the workers move it out of the way

-On a success to shatter the glass all PC's may progress regardless of chase point totals

3a.) Twisting Alleyways (1st) DC 15 Perception to find a path, DC 13 Society to recall dead end marking glyphs, DC 14 Diplomacy to ask passers by "which way did he go?"

4a.) Guard Dog (1st) DC 13 Nature to calm, DC 16 Stealth to sneak past, DC 15 Deception to fake out (throw ball, "who's at the door," etc), DC 19 Intimidate

If PCs succeed there is an open path to catch up to the target on the ground

Rooftops

2b.) Fire Escape Up (1st) Ranged attacked on the lever to release the ladder (AC20, hp1), DC 16 Acrobatics to swing up from a lamp post, DC 15 Athletics to jump up from the roof of a cart.

-On a success to drop the ladder all PCs may progress regardless of chase point totals

-On an Athletics or Acrobatics crit fail -- fall 10ft.

-On a success the PCs rush up the fire escape and across the roof and are now in front of the target, but 30ft above them. They can choose to try to jump down on them and end the chase (see falling rules)

3b.) Rickety Rooftops (1st) DC 15 Acrobatics to cross clotheslines, DC 16 Athletics to jump from roof to roof

4b.) Iron Gate to Fire Escape Down (1st) DC 16 Athletics/Acrobatics to climb/leap over, DC 15 Thievery to unlock gate

If PCs succeed they find themselves in front of the target, who runs right into them

If both groups succeed they trap the target in a pincer

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Thoughts, comments, suggestions welcome


Hello. I ordered the $50 Beginner's Box Humble Bundle that was supposed to come with a PDF of the Starfinder Core Rulebook as shown on the Humble site, but it is not in my Digital Content after redeeming the code.


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You can plug the animal companion into this tool and generate the stats automatically

https://pathfinder-animal-companion.com/

Nice quick way to check if you built it right


Your comp is fine. Like others have said, your martials can't just walk up to an enemy and hit it until their turn is over, nor can the casters just nuke on every turn. That strategy will end with a lot of TPKs. They need to coordinate better with delaying their turns, buffing/debuffing, positioning, etc... 2e combat is more strategy oriented than most modern RPG systems. The champion or fighter might want to play the role of a battle hardened commander or field general when in combat, using free actions to suggest larger strategic ideas to the rest of the party in order to better coordinate their turns and tactics.