Whether you're the hunter or the hunted, Pathfinder Chase Cards make your choices during the pursuit matter. Each full-color card in this beautifully illustrated 55-card deck contains obstacles to overcome during your chase, from an angry barking dog to an imposing stone wall, each one using checks from the Pathfinder Second Edition Roleplaying Game. Make the right check to overcome the obstacles and you might just catch your prey, but fail and you might be left with a cold trail. Lay the cards down on your table to create the path of your chase, allowing you to track each character's progress and determine the die rolls needed to avoid or navigate unexpected dangers. Lay out a desperate pursuit through a crowded city, a dangerous race through hostile wilderness, and a nerve-wracking run through deadly ruins and abandoned buildings—or mix and match the cards to create a chase that moves through multiple regions!
The cards are unique enough to be fun but generic enough across themed areas like City, Wilderness, Ruins, Underground encounters. Makes improvising a chase or even a search scene that much more vivid for people. Would recommend!
Now this could be useful, chases seem to be a bigger part of Second Edition than in Classic.
Looking forward to the set list and sample art.
If climbing a wall or walking down a dog are examples, breaking down doors of different quality (wood, iron, stone, steel) could be others.
As could be different acrobatics and athletics checks.
The chosen sample cards show situations i would rather handle in-game, the Minotaur being a monster & Fire Rune being a trap that can be handled with already exciting rules instead of chase cards.
The festival is the only Situation i could see that players wouldn't want to examine or fight.
The text mentions a barking dog and a stone wall which are much more logical choices for a chase.
You can see the category associated with the border in the top-left. This helps you choose obstacles that are appropriate for the current situation no matter where the chase happens.
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I think I would have preferred then to leave the dc off the cards as it gets a bit visually confusing when you like the art work, but need to set DC's based on scenario or environmental effects.
I like to use dice to increase the DCs on chase cards, scaling them appropriately by choosing a single number and applying it to each Card, or, deciding on a mean level bump (ex. 2.5 for d4, 3.5 for a d6, 4.5 for d8, etc), and rolling the die for each Card to introduce an element of variability.
This latter method works best if the Chase doesn't take place on a single "track" as it's possible for some tracks to become effective "dead ends" for some characters. (For example, laying the cards face down in a 2x2, 2x3, 3x3, 3x4, 4x4, 4x5, 5x5, or larger grid).
Now we need a 2d10 Set with the following "faces":
A Foundry VTT version of this, along with the return of the Social Combat deck, would be amazing. Just imagine the same level of love and attention that the Harrow Deck FoundryVTT version got – that'd be super useful! Social Combat could seriously work wonders within the 2E ruleset.