|
Technically no, unless otherwise pointed out in the scenario. The gamemastery guide is not part of additional resources and not mentioned as a resource for rules for GMs in the guide.
Though it is a great source for advice.
|
In theory, you could. In practice, my regional players would shoot you. I know of at least 3 players who *loathe* chases, to the point of saying "My character waves the party off and goes and hits a tavern. 5 gp expended. Let me know when the chase is over."
I'll buy him a drink.
I loathe "chases" (the way they are handled with the cards) even more than Haunts...
|
Ah, chases. A wonderful mechanic providing great fun, as long as the party is level four or lower, or the chase is taking place in an antimagic zone. If not, flight and teleportation break everything. They're either an instant-win, or restricted in artificial ways. I mean, how many chase challenges are "climb the wall" or "get past the gate" or "push through the crowd"? Potion of Fly shoots all of those to hell, so a GM can pretty much either say "OK, fine, you win the chase" or say "I'm going to rule that that doesn't work in this situation." Neither one is much fun. If there's a better solution, I'd be eternally grateful to learn of it.
|
Ah, chases. A wonderful mechanic providing great fun, as long as the party is level four or lower, or the chase is taking place in an antimagic zone. If not, flight and teleportation break everything. They're either an instant-win, or restricted in artificial ways. I mean, how many chase challenges are "climb the wall" or "get past the gate" or "push through the crowd"? Potion of Fly shoots all of those to hell, so a GM can pretty much either say "OK, fine, you win the chase" or say "I'm going to rule that that doesn't work in this situation." Neither one is much fun. If there's a better solution, I'd be eternally grateful to learn of it.
Depends on the card. I ran a PFS chase at tier 10-11 and everyone busted out their potions of fly. Turned out that they weren't that great when they needed to find the secret shortcut that the person escaped through.
|
Please, there are enough uses of the chase cards built into existing scenarios without putting them into more. There are a few of us who really do no like the game mechanic, and enough threads where we talk about why, without putting them in others.
the OP question was "If the PC's unexpectedly attempt to pursue an NPC are we allowed to make use of the Chase Mechanics?"
I guess, as the judge, you can. I will say though, that in those scenarios that I have played with "chases" built in, that the chase has spoiled the scenario for me. So I will ask you, PLEASE DON'T.
|
I happen to like the chase mechanics, but higher level spells would tend to short-circuit them. I've run God's Market Gamble and Rise of the Goblin Guild multiple times each, and found the chase to be an enjoyable part of the game. I do try to make them very cinematic, and use common sense to adjudicate going off the rails, but my the majority of my players have said afterwards that they enjoyed the scene. I'm actually looking for other scenarios to run that have them.
|
In my expience, the chase mechanics requires the players to INDIVIDUALY make skill rolls ("no take 10 on a chase"), and each player must do the same rolls.
.
For example: You are presented with 2 skill rolls, such as a Disable Device (to open a lock) & a Climb check (to climb a wall). It does not matter if the 3 other characters in your party all unlocked the door - once you get to it, you are required to again make the same roll.
No team work, no group play, each person gets to play "roll the dice" on his own, and can have little or no effect on the other players. We go from playing a Cooperative Team Event to playing an Individual Skill Check board game.
It seems to me (I could be wrong) that most players who have had a "fun time" at this talk about how thier judge modified the chase mechanics - that they "used common sense to adjudicate" the chase, to provide a "very cinematic" experiance. This means that those players who have played for judges who DON'T RUN THE CHASE MECHANICS AS WRITTEN have the most fun.
Why use the chase mechanics? just give the players a "very cinematic" scene, where the judge can "use common sense to adjudicate" the results. Currently we have a game where the player who can roll the most 20s "wins"... and the player who can't roll above a 5 "loses". (Notice that is not the Team wins or loses, as the chase mechanics makes it a game of individuals rolling dice. Kind of like Yatzee...)
|
I like chases. They are fun.
Thanks for chiming in!
have you experienced them in PFS as a player or as a judge or both?
were they run as written, or did the Judge ""use common sense to adjudicate" the chase, to provide a "very cinematic" experiance"?
What made them fun? Was it fun for the entire group of players, or did some (many? most?) of the players just sit back and wait for it to resolve?
Thanks for your imput! (I'm just trying to understand the mechanic - to make it fun for the players at my table)
|
The main things I do to enhance the experience are:
* I do not place the board down in front of the players. That just seems to turn the whole thing into a boardgame. Instead I keep the board behind the screen under a sheet protector and use a dry erase marker to note character positions. I describe the scene and present the players with their options. If, looking at the next square, I anticipate the character having difficulty, I will narrate a "shortcut" that handles the double-move mechanic (while pointing out the risk of getting stuck).
* The chase rules discuss characters doing things other than the two rolls provided (such as casting spells). Due to the time constraint, taking 10 isn't generally possible, but aiding another certainly is. The high-strength plate tank standing at the wall isn't going to climb or squeeze through, so he just tosses the gnome and Halfling over. Or the guy with the grappling hook sets it and leaves the rope to give a bonus to everyone after.
* Yes, I do have to fudge a bit: if the rogue unlocks the gate, I might be able to say "it closes after you, relocking", but if the tank knocks it down, folks behind him don't find it magically restored.
* I try to be as descriptive as possible, and encourage the players to do the same. Since we're off the square map, I allow maneuvers that feel right ("Sure, you can get into flanking position") and make the encounter interesting. For many younger players, this is the first time they've experienced "old school" roleplay encounters, and while it can be disconcerting at first, they usually get into it (after I assure them that other encounters will be done on the map :) ).
Like I said, most of my players have enjoyed the chases I run, and I have been seeking out more.
|
The main things I do to enhance the experience are:
* I do not place the board down in front of the players. That just seems to turn the whole thing into a boardgame. Instead I keep the board behind the screen under a sheet protector and use a dry erase marker to note character positions. I describe the scene and present the players with their options. If, looking at the next square, I anticipate the character having difficulty, I will narrate a "shortcut" that handles the double-move mechanic (while pointing out the risk of getting stuck).
* The chase rules discuss characters doing things other than the two rolls provided (such as casting spells). Due to the time constraint, taking 10 isn't generally possible, but aiding another certainly is. The high-strength plate tank standing at the wall isn't going to climb or squeeze through, so he just tosses the gnome and Halfling over. Or the guy with the grappling hook sets it and leaves the rope to give a bonus to everyone after.
* Yes, I do have to fudge a bit: if the rogue unlocks the gate, I might be able to say "it closes after you, relocking", but if the tank knocks it down, folks behind him don't find it magically restored.
* I try to be as descriptive as possible, and encourage the players to do the same. Since we're off the square map, I allow maneuvers that feel right ("Sure, you can get into flanking position") and make the encounter interesting. For many younger players, this is the first time they've experienced "old school" roleplay encounters, and while it can be disconcerting at first, they usually get into it (after I assure them that other encounters will be done on the map :) ).
Like I said, most of my players have enjoyed the chases I run, and I have been seeking out more. ** spoiler omitted **
I wish I had you for a judge in games with chases - my experiences have been very different. Some things I remember about "chases" in PFS (this is just my personal experiences):
#1 "No, you can't leave it unlocked for the rest of the party, they have to roll it themselves."
#2 "A 40 foot move, and 'agile feet' does not help you move faster" while "...a 20 foot move limits you to only moving half as fast as someone with a 30 foot move."
#3 "No, you can't 'aid another' in a chase"
#4 "Escape artist, or Swim... which one are you rolling?"
#5 "No, you can't take 10. - OK, if you've failed 3 times you can take 10 just to pass this box."
#6 "Expeditious Retreat will help for one box."
The list could go on.
The Chase Mechanics are designed to reduce the involvement of the judge - to provide him with a fast/easy/clear way of adjudication a part of the adventure, the "chase scene". Don't get me wrong, they are better than what we had before, so used well they can be a good. But in my experience in PFS, they have not been.
|
In my expience, the chase mechanics requires the players to INDIVIDUALY make skill rolls ("no take 10 on a chase"), and each player must do the same rolls.
.
For example: You are presented with 2 skill rolls, such as a Disable Device (to open a lock) & a Climb check (to climb a wall). It does not matter if the 3 other characters in your party all unlocked the door - once you get to it, you are required to again make the same roll.
nosig, you're suggesting that the chase rules require the GM to run the way you're describing, that a GM "using common sense" is breaking the rules of the chase mechanics.
That's not how I read the rules. As you might imagine, the advice "Be Creative!" factors over the design of chases, from the decision about what obstacles to use to the determination of success. Nowhere do the rules require player characters to succeed or fail on their own. Nowhere does it suggest that one character opening a locked door still requires every other character to unlock it as well! The chase rules encourage the players to try different things, like casting spells or otherwise gaining advantages. The chase rules implicitly encourage players to work together: if I cast expeditious retreat on your character, you get a significant bonus on every attempt to overcome obstacles. (You had a GM ho suggested that expeditious retreat has a duration of the recipient's next standard action? Could you kindly explain to me why that's the fault of the chase rules?)
So, some GMs in your experience have run chases very strictly, against the spirit of the rules. Others, here on the boards, report that chases, when used with the same common sense and discretion as every other facet of the game, aren't as terrible as you make out.
Fine. You have the right to complain that you haven't had a fun time.
But, hey, lay off the suggestion that GMs who let the chase rules model and simulate the kinds of cinematic chases that they're trying to simulate, are not "running the chase mechanics as written", and are cheating.
|
O.O... wow...
not cheating. Judges can't cheat.
...
Sorry Chris if I seem "over the top" on this subject...
I was responding to the OPs question:
"If the PC's unexpectedly attempt to pursue an NPC are we allowed to make use of the Chase Mechanics?"
My response (that I may have stated poorly) was "Please just run the chase, not the Chase Mechanics"...
IMHO - I think chases are an important part of the game (of all adventure stories). If we had chase mechanics - even in a card form - that gave an outline of a hazard or obstical to overcome, but did not tie passing that hazard to two skill check DCs, judges could do what good judges always do, have always done. Tell the story, adapt to the PCs as part of that story, and "Be Creative!".
Perhaps it is just that I have not run a chase at a CON? and the only ones I have seen are as a player (and the three scenarios with "Chase Machinic chases" I have run for PFS)? Is there a write up on how to run a the chase mechanics that I have missed? One that empowers the judge to "Be Creative!" and NOT "Run As Written"?
|
nosig,
In my original reply, I suggested that the chase cards did a good job modeling the chase when the PCs pursued the skulk in First Steps, Part II. The scenario doesn't provide for any information about what's down there when the skulk jumps down the tunnel. There is no way to run that chase except (a) entirely freeform, or (b) using the chase mechanics. I reported that I'd done so, to good results. (How would you run the chase, if your players decided to pursue? What do they find down there? Bats? A cave-in? How hard is it to find the skulk, who might have a 6-second head start?)
Is there a write up on chase mechanics you've missed? I don't know. Have you read the ones in the GMG, and in the Chase Deck? Have you read the sidebar in "Race for the Runecarved Key"?
And, once again, I object to your implication. Allowing creativity, and allowing player cooperation is running the chase mechanics as written.
|
nosig,
In my original reply, I suggested that the chase cards did a good job modeling the chase when the PCs pursued the skulk in First Steps, Part II. The scenario doesn't provide for any information about what's down there when the skulk jumps down the tunnel. There is no way to run that chase except (a) entirely freeform, or (b) using the chase mechanics. I reported that I'd done so, to good results. (How would you run the chase, if your players decided to pursue? What do they find down there? Bats? A cave-in? How hard is it to find the skulk, who might have a 6-second head start?)
Is there a write up on chase mechanics you've missed? I don't know. Have you read the ones in the GMG, and in the Chase Deck? Have you read the sidebar in "Race for the Runecarved Key"?
And, once again, I object to your implication. Allowing creativity, and allowing player cooperation is running the chase mechanics as written.
Thank you Chris. I will take your advice and review what else I can on the Mechanics.
I recieved something from Kyle Baird earlier this morning (by PM) that may be the "sidebar in "Race for the Runecarved Key"" and it is on my list things to read tonight. I have read the parts in the GMG (sometime ago) and will try to re-read them also. The Chase Deck instructions I have not read (I don't own a copy) - are they a lot different from the "Plot Twists" deck? I will see if I can borrow a copy later in the week. I guess I just have had poor experiences with the Chase Mechanics...on the subject of First Steps II:
(How would you run the chase, if your players decided to pursue? What do they find down there? Bats? A cave-in? How hard is it to find the skulk, who might have a 6-second head start?)
(working from memory on this one): The one time I have run FSII that it got to a chase (I've run it 4 or 5 times), the persuer being one round behind the skulk looked down the well (my call made it 20' I think) and elected to jump on the skulk. Basicly said he dived down the well onto him as the skulk glanced up from climbing down (1/4 speed). Great fun was had by all - damage was done to each, and the half orc cleric "projectile" put them both down with the 2d6 damage. He then used the half orc ability to remain active for one round to stablize himself, (I had been afread he would bleed out before he was saved by his friends, but players surprize you sometimes!).
What would I have done if he had missed? I'm not sure... something creative and fun I'm sure. That game really had the chemistry and everyone was having fun, even with 3 of 5 players down.
|
If I ever GM Nosig, the entire scenario is going to be one long chase scene and no one at the table will be allowed to take 10 on anything.
sigh... I thought I pointed out that you can't take 10 during a chase.
"That takes 10 times as long and you don't have that much time."seriously though, if you are in Inititive, ... are you in Init during a chase?
|
nosig wrote:I wish I had you for a judge in games with chasesMaybe we'll be able to arrange that sometime. :)
nosig wrote:seriously though, if you are in Inititive, ... are you in Init during a chase?Yes, you are. It's the only way to keep order!
then I would say you can not take 10. If you are just "taking turns" going around the game table say, then you could Take 10.
|
Yep. You can certainly be in initiative and take 10. I often put the PCs in initiative in order to keep track of who's doing what and where they're going even when there's no immediate threat.
While I use initiative almost always for when the PCs are in combat. I just go around the table starting at a random person, for those times when I need imput from each player in turn (such as during character introductions). But I also normally do pre-rolled init. cards, which means the players could be in initiative and not have rolled a dice...
(The part about Take 10 taking 10 times as long was a poor attempt on my part at humor. Sorry...).
|
nosig wrote:Taking 10 doesn't take any longer than a normal action. The restriction on Take 10 is that you cannot do it when in immediate danger or distracted.sigh... I thought I pointed out that you can't take 10 during a chase.
"That takes 10 times as long and you don't have that much time."
or for UMD or on a swim check in Stormy Water, or whenever the Judge says you can't (he may know something you do not).
|
Jonathan Cary wrote:or for UMD or on a swim check in Stormy Water, or whenever the Judge says you can't (he may know something you do not).nosig wrote:Taking 10 doesn't take any longer than a normal action. The restriction on Take 10 is that you cannot do it when in immediate danger or distracted.sigh... I thought I pointed out that you can't take 10 during a chase.
"That takes 10 times as long and you don't have that much time."
I generally treat any significantly stressful situation as being either in immediate danger or distracted. In fact, until I double-checked the rule, I was going to say the limitation was a "stressful" situation, but I'm guessing that's a holdover from 3.5 in my head. I'm still finding places where my 3.5 expertise is working against my Pathfinder rules mastery.
|
I don't mind them so much, but out of two modules my players have had a bad experience 100% of the time. The worst one was the Half-Orc Fighter that couldn't hit a DC 12 Intimidate in three rounds of trying, when he was the closest to the villain.
Dice are dice, but no one likes to be singled out as being unable to contribute. And if the chase mechanics do anything well it's single players out.
|
Mrs Camelot ean a chase where we were the ones being chased and the chaser was a Tsunami. That was fun even though I was caught and buffeted around the streets.
The thing about chases is that common sense rules. The GM should know how he is setting up the chase, how things play when the chased person is caught and what happens if the chased person gets away.
If common sense is used you shouldn't get the unlocked door situation. The rules actively encourage creative solutions and as such the chase rules should be used to create an exciting diversion rather than an illogical adherance to a set of rules.