Designing Chases - Suggestions


Homebrew and House Rules


Recently, i ran a Darksun Mod and wanted to include chases to add depth to parts of the adventure that otherwise would have been lacking. I used the template presented in the GMG but expanded/clarified a bit and wanted to share some ideas to flesh out chases.

What chases are to me: Chases are not only a way to spur excitement and get the PCs from Point A to Point B, they are also a way to let more "skill-based" classes shine. As such, i am always looking for ways to introduce more obscure skill checks as an option for players who happen to have that skill. "Chases" are any series of events that require "non-combat" options like skill checks to overcome obstacles usually in a set amount of time. This would include: chasing an enemy, fleeing from an enemy or natural disaster, opposed skill check events etc.

Designing a chase: Like the chases presented in the GMG, i use boxes to denote an option that the PCs can take. Chases are divided into Sequences that describe what is going on for that phase of the chase and the options boxes available to the PCs as seen below. Below is just the first two sequences of 5 of the first chase i exposed my PCs to and involves the PCs running after a thief who stole water from an older elven woman while the PCs were battling a group of ruffians attempting to use intimidation to cut in where the PCs were in line for water.

Sequence 1: The chase is on...
Dodging the crowd (Acrobatics) DC15------>Sequence PC Line--> Sequence 2
or
Sidline (Run) --PC Line-- Sideline (Run)->Sequence PC Line--> Sequence 2
or
#Fails: 3 (progress)---------------------------------------> Sequence 2

Sequence 2: Which way did he go?
Footprints (Track) DC15------------------>Sequence PC Line->Sequence 3
or
Ask on-lookers (Diplomacy/intim) DC15---->Sequence PC Line->Sequence 3
or
#Fails: 3 (We lost him!) --------------------------------->END

Components
Sequences: Sequences involve a brief description of the scenario and presents the PCs with boxes representing their options (usually 2 to 3 options per sequence). The PC line is simply a line perpendicular to the flow of the chase that you can put the PCs on to show where they are in the chase. They can also be put in between option boxes. Basically a PC should move from line to line, through the boxes as desired and able.

Option boxes: contains a description and skill name needed to pass through the box and continue the chase. Note that the DC are normally hidden from the PCs and the DCs within boxes of the same sequence are usually within 5 of each other. Boxes can contain descriptions like "Run", "Stand still" or "Do nothing" and do not require a roll. In this case generally it means the PC who chose that path must spend a "round" for each option box labeled as such within a sequence before progressing, although they may at any point use a round to make a check if they desire to move faster. Success/passing the DC of a box means progression in the chase and potentiality onto another sequence. Failure generally keeps the PC from progressing and can result in damage (ex. falling) but does not usually result in "backward" progression. The PC generally stays where they are and can try again next round.

Rounds: PCs can move one box in a round, either forward or in some cases backwards. The DM will set a countdown die (Or multiple dies) representing a number of rounds before something happens (usually bad like a sandstorm reaches the PCs location, a thief slips away into an impossible maze of tunnels or a horde of zombies catch up to the PCs). Each round reduces the die by 1 until the event happens or the PCs hit some milestone and are successful. Each PC is considered to be on its own during a chase. This means if a PC makes its check and advances, he cannot help the following PCs to get to his spot in the same round. There is an option PCs have to convert some boxes into "run" boxes if they sacrifices a round to "guide" their friends, but again they can only guide after they declare they will "guide" and only as long as they sacrifices a round to do so. This ruling came into place because i see the chase round as slightly longer than the standard round and as people get excited and are involved in the chase they do not necessarily keep tabs on each other. PCs can also go backwards during a chase. I have seen this when the PCs wanted to go back for some friends who could not Pass an option box and where stuck while a horde of zombies approached. This is simply done by choosing the boxes that the would progress the PC to the desired box and pass all necessary skill checks. Note that failure results in a failure to progress.

Spells: As spells can have huge effects on bypassing sequences i have a simple rule that is universal to both PCs and NPCs/monster... any spell that can reasonably be used to advance the PCs or hinder a foe/event only results in the movement of one model one option box. No matter the level of the spell... So casting teleport will only allow a wizard to progress one box in a chase. Although this seems very unfair, the idea is not to have spellcasters simply bypass a chase and generally means a spellcaster will save their spells and use them when they can get their full effect (anytime outside a chase like right when the chase ends).

#Fails: This part is included for every sequence and is the number of failures that can be accrued before something happens. This can be that simply enough time and effort results in automatic progression, or can result in being taken out of a chase or worse.

Special notes: The Run feat also allows anyone who has it to combine all "Run" boxes within a sequence into one box.
Fast movement: Fast movers like barbarians and mounts still only move one square unless they have 60 movement, in which they can duplicate the effects of the run feat described above.
Anyways that is about it, just thought i would share this with you all. Take care and safe hunting out there :).


Chases are tough to measure. I usually do them like this:

Players have to cover a certain amount of ground within a time limit. There will be challenges, and success or failure results in that distance being reduced or increased.

If they're being chased, obviously they must keep the distance between them and the chaser, or if chasing, must reduce that distance.

Distance and time are the factors in deciding ultimate success or failure.

Method:

1. Come up with 24 (more or less) quick challenges.
2. Write these down on cards.
3. Shuffle the cards.

Now, every round draw one card and have the players quickly decide how they will overcome it as they're chasing (or being chased). For example: The chasee runs into a building and closes the door behind him. Players could charge into the door (STR check), blast it apart with a spell, or attempt some other method of dealing with it. This equals a success or failure, and an adjustment in the distance.

After a few quick challenges, introduce a main challenge. For example, the chasee screams for help from some of his buddies who move to intercept the players. Success or failure is now 100%. Plainly, any PC that stops chasing or is intercepted by these guys will lose the chase.

Rinse and repeat until all your challenges are done and decide either success or failure on the part of the PCs.

Some PCs run faster or slower than normal, so you might want to track distance differently for each PC, using bonuses or penalties at your discretion.

Don't forget that this is a good opportunity to do endurance checks if you need to :D

The reason I have the cards shuffled up is mainly to prevent myself from subconsciously choosing challenges that might be better or worse for the PCs (for example, if we lose a monk PC in a main challenge, and the next mini challenge would require some kind of jumping...).

Using cards also allows you to move a little quicker in terms of pace as to keep up the tension of the chase. That, and you could include the same cards in another chase later, saving you tons of work (could end up with a nice deck of stuff that way).

--------------

The main differences between our approaches is that by specifying a specific action, you prevent the PCs from doing what they do best: Come up with solutions on their own. Sometimes they can surprise you.

Plus, there should be SOMETHING happening each round. This is a game, and lots of stuff should be happening to keep the players interests.

Breaking out of a linear style will also allow you to come up with something on the fly if you wanted to. It will also remove the need to map everything out. You really only need to design the individual challenges and their consequences, anyways, unless you have something specific in mind.

Mostly, just a quick and dirty way of doing it so that the pace is as fast as the chase is supposed to be. Thanks for sharing ArcticFox6! Thought I was one of the only people using a system like this to break up gameplay monotony.

The Exchange

Having actually taken part in some of ArticFox's chases I can say that they are quite fun. it is one of the few times I have actually seen some of the "dump" skills come into play and it does reward skill based characters. Especially since characters can choose to stay in a space, rather than passing on, to help their allies.

I think the point of Articfox's chases is that each round you have a few options, but are not free to come up with whatever you want to solve it. You either have the skill, don't have the skill, or have someone that does have it help you out. It encourages teamwork and works well. Sometimes Knowledge: Nature or Knowledge: Dungeoneering/engineering might allow you to find a quick way through an obstacle. Other times handle animal or ride might allow you to guide your horse up and over a shortcut while the others take twice as long to go around an obstacle. The same with Climb to go over something or down something vs going the long way and using another skill. Often he has a few non-skill options that you cannot fail, such as run, but that may take you 2-3 times as long as the skill based way.


Thanks for the interest Jamesfrizell! I did consider what you mentioned about this style of chase stunting creativity, and to tell the truth, although the chase i outlined is defined, I as the DM am not above allowing PCs to suggest alternate paths or ways of approaching a sequence in order to pass it. That said, i do not have that as an option so perhaps having a sort of placeholder option box for the PCs so they can see it might be prudent, or even allow the PCs a number of "workarounds" equal to their level to spend on chases throughout their adventuring career (i.e. once spent, they are gone until they gain a level and do not replenish). Just a thought that you gave me... Thanks! Any other thoughts?

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