| Nooie |
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