Pursuit


Combat & Magic


At the risk of adding to the overwhelming torrent of discussion that this part of the boards has opened up, I'd just like to put in a plea for new rules on something that has bothered me for a long time in 3e: pursuit.

3e's turn-based system works reasonably well as long as you're fighting a relatively static battle over a particular piece of ground, but when the enemy runs low on hit points and tries to make a getaway, things always seem to get clunky, with pursuers successively pulling even and (maybe) getting in an attack of opportunity, then falling behind again.

Has anyone given thought as to how to rectify this little glitch in the system?

Liberty's Edge

This has been handily solved in many splatbooks.
One of the simplest solutions is to have the two characters make opposed endurance checks (constitution plus any bonuses from feats or abilities such as endurance) and apply ad hoc modifiers for speed or terrain as you wish. Depending on who wins, they either escape or are caught.

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