Good pursuit rules?


Pathfinder First Edition General Discussion

Sovereign Court

So I'm going to be running a sandbox game soon and part of the nature of that game is that the players will end up coming up against things which are far more powerful than they are, so running away will be getting used a lot more than I've seen traditionally in games.

What I'd like to find would be some kind of pursuit system that has a little more tactical meat on it than what exists in the 3.0+ systems out there.

The only thing I've found so far has been out of the 3.5 DMG where, if the two parties are of equal speed, make an opposed dex or con check to see who wins out.

It's simple and fast, but I'd just want a bit more flavor than that.

With Pathfinder (which is the system we'll be using) you have the feats Fleet and Run that players can use to beef up their ability to run away, which is fine, but it still makes it an either/or situation in terms of getting away.

In nature when predator and prey chase each other it isn't a strait race, prey tend to run in circles, as it makes it harder for the predator to out run the prey and latch on. Unfortunately how the systems work with running it is supposed to be in a strait line, which removes a lot of tactical considerations and makes it really difficult to use terrain to hide from a pursuer.

So I guess I'm just wondering if anyone has devised a sub-system for running away that allows the characters the chance to out think or out maneuver the chasing monsters and not simply make it an issue of who has a faster move speed.

If the answer is "make it a skill challenge" then what I'm really asking is a pre-made template of a skill challenge. Basically if the situation arises I want to press the "pursuit" button and shift into a prearranged sub-game to resolve it so that it can be used over and over again and let the players build strategies with this sub-game.


True20 (warriors handbook) as well as spycraft, and mutants and masterminds (and BESM D20) all have similiar chase rules (and thus are probably SRD somewhere)

It boils down to (and I'll paraphrase in case they are not open content)

1) determine lead: this is described as 'lengths' which are arbitary, and on foot should be about the average of the pursuer's and the pursueee's movement rates.

2) each character chooses manoeres to be performed in the round. there's a list I won't go into, but each manouvere has it's ups and downs, and are resolved with opposed rolls. after each manoevre, the lead of the pursuee get's adjusted.

3)obstacles are checked. typically the race environment is consiered open, tight or crowded. this determines what the chance that a check will be needed by both parties and the DC of that check. failing can mean a tumble, an injury or other penalty to speed the following turn.

4) bookeeping: other ations performed, fortitude saves for fatigue etc...

This procedure goes on until the pursuee has a lead of 0, either side can perform a finishing manoevere or someone has tumbled and is out of the pursuit.

apparently tome of secrets has some pathfinderised chase rules as well (similiar to the above)

also:
http://mxyzplk.wordpress.com/2009/12/13/life-in-the-big-city-chase-rules/

http://wiki.rpg.net/index.php?title=Chase_Rules:_Turn_Order_Details&red irect=no

Batts


A good Ranger or Druid will still slip the average guy in the woods - also, sometimes they might just race ahead and try hide...

as long as the rules factor that then its all golden!

Grand Lodge

I have my own custom rules for chases and pursuit.

First the GM designs the scene like a movie. Take a look at a movie with chase scenes you like. I used the Bourne Ultimatum as my inspiration. Break the chase scene into specific areas of interest that are in manageable spaces. Make each scene different and interesting. Don't forget obstacles.

Determine the lead space for the character being chased.

Place characters on the map, or simply describe the spacing and scene.

Roll initiative.

Move characters accordingly. Don't forget, characters can Hustle (move x2), or run in a straight line. The character being chased can knock obstacles in the way of the chaser.

If the chaser gets to within range to start a grapple, or attack, resolve it.

If the chased character gets to the edge of the map, the scene changes to the next scene and the chase starts over.

This has the advantage of breaking up agonizingly long chases into snapshots that make the chase more fun.

RPG Superstar 2009 Top 16, 2012 Top 32

The PRPG rules for chases are in the Gamemastery Guide.


I think that they've made some rules for this in the Tome of Secrets (a pathfinder compatible book available for purchase somewhere around) but generally I'd look for on the character sheets and then make a route... the chased person is running from somewhere and probably has a goal.

Then I'd let players solve whle thing as a series of skill checks (yes, 4 E calls this skill challenge)

Knowledge (local) findind shortcuts, opposed athletics - higher result is faster, players with higher base speed get a bonus, penalty for slowpokes, Acrobatics for obstacles - everyone can run through a flock of poultry, but how fast you can do that?, spot to avoid losing the guy in a crowd, or behind a corner / hide to do the same if you are chased, fortitude checks to keep running and you pretty much got all the tools you need. Then just assign cinematic moments to each check and add some spice (for example a thief quickly slips under a cow led by a farmer to the market, animal panicks and starts kicking around - tumble through, run around, calm emotions... or the PCs cut the rope on a car with beer kegs to avoid city watch - and quite possibly anger a vengeful dwarven merchant...)


Edge of Anarchy (Curse of the Crimson Throne Part 1, Pathfinder #7) has rules for chases.

It's an abstract system that works very well. You have "stations" that are locations along the chase (each considered to be about 30 feet apart), represented by a piece of paper (the regular battlemat isn't used). Each station has two "hazards" on it, each with an associated skill check and DC. On your turn, you can move forward one station as a move action (automatically), or try to move two or three as a full-round action. If you want to move two, you must select one hazard and make the check. If you want to move three, you must make both checks.

If you're near enough for magic, you can also use that (with each station being 30 feet away from the last). If you're on the same station and have actions left, you can use trip or grapple, or fight normally.

If someone can get past the last station (the adventure used 15 of them), you're home free.

I liked the system, with the variable stations and hazards (they're limited only by your imagination), you can simulate a chase without using the battlemat or just comparing speeds, it incorporates terrain and obstacles, and can be exciting.


I've been planning to use these rules in my new campaign. They're based around movement rate -- a d20 roll, +2 for each 5' of your movement, with the possibility of either party adding their STR check to the roll (but then needing a Fort check or ending up fatigued from exertion, due to sprinting). You set up things based on how close you start:

* close contact (within melee range)
* point blank (within 30')
* short (ranged attacks made with -2 penalty)
* medium (ranged attacks made with -4 penalty)
* long (ranged attacks made with -6 penalty)
* lost 'em (the pursued got away)

For every 5 your character (assuming he's the one doing the chasing) beat the one being chased, you move up the scale one step -- and vice-versa. There can be random checks for obstacles, or the person being chased can aim for obstacles. Either way, such obstacles are overcome using various skill checks.

This way, it's not just down to an initiative check, and it doesn't necessarily get bogged down in round-by-round individual movement.

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