Running away!


Advice


So the party has decided to run away from an encounter but their foes are hot on their heels....2 rounds away. The enviroment is forest and its getting dark. How should I run this most effeciently?


Aretas wrote:
So the party has decided to run away from an encounter but their foes are hot on their heels....2 rounds away. The enviroment is forest and its getting dark. How should I run this most effeciently?

The GamMastery guide has a pretty nifty system for handling chases.


Mortagon wrote:
Aretas wrote:
So the party has decided to run away from an encounter but their foes are hot on their heels....2 rounds away. The enviroment is forest and its getting dark. How should I run this most effeciently?
The GamMastery guide has a pretty nifty system for handling chases.

Thanks, so if I don't have the book does anyone have any suggestions aside from that?

Dark Archive

Aretas wrote:
So the party has decided to run away from an encounter but their foes are hot on their heels....2 rounds away. The enviroment is forest and its getting dark. How should I run this most effeciently?

dex checks for a few rounds, then con checks to see who starts falling behind

Sovereign Court

The simplest method is to compare speeds, to start with.


The basics of the system from the gamemastery guide is various skill checks to catch up to the one being chased or run away from the pursuer. A higher speed grants a bonus to the check. Each round you get an option between two or more different checks depending upon terrain etc. In a forest chase as you mention above their might be perception checks for hidden trails, stealth checks to hide in the underbrush, survival checks to avoid getting lost etc. Vary the DC's and checks, the first one to get three or more successes then his counterpart wins the chase f.ex. If the pursuer catches up to the one being chased a regular combat starts.


Or, don't abstract it.

Get a few hundred (game) feet of basic maps with obstacles, and let the players use skills in the framework of a normal combat round to escape.

After all, Skills already represent most of the factors in a successful escape, terrain just determines which skills are relevant.

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