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There are several PFS scenarios that now feature Chase Scenes. As a GM, can we use the GameMastery Chase Cards Deck as a substitute to the scenario’s prewritten chase sequence? I think that would be fun, and introduce a more random element into the scenario, especially for players who might already know what’s coming.
If “No”, I understand. It may be too close to changing the scenario.
If “Yes”, then you will have at least one more person purchasing this product.

Off in the Shower |
Some scenarios actually suggest it.
I don't recommend it.
The chase DCs set out in the adventure tend to have a balanced assortment of skill checks.
With a chase deck its random and can be bad in a random way.
I've experienced this first hand with a GM using a chase deck in a scenario instead of the written skill checks. It didn't turn out well.

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As for the legality of it. I believe in at least one scenario it says specifically you can substitute the cards it, it might say it in all of them.
In Gods Market I put in specific obstacles based on the Ascension Court area to give the feel that you are actually having the chase in/ around that part of Absolom. I'm not sure about the rest of the chase scenes.
I don't It's your call whether you want to preserve that feel or not.

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As long as you sort out the different areas (Forest, Urban, Dungeon) and only use the specific area for the module, (I forgot to separate the areas and ended up getting a cliff in the middle of Magnimar and just went with it) it actually runs well with the deck. The next time I ran with the deck, it was lots of fun, even to a couple people who normally don't like the chase scenes.

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As long as you sort out the different areas (Forest, Urban, Dungeon) and only use the specific area for the module, (I forgot to separate the areas and ended up getting a cliff in the middle of Magnimar and just went with it) it actually runs well with the deck. The next time I ran with the deck, it was lots of fun, even to a couple people who normally don't like the chase scenes.
Y'know, as it happens, there is a cliff in the middle of Magnimar. It separates the upper city district of Naos from the Lowcleft and Dockway neighborhoods.

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noswald wrote:As long as you sort out the different areas (Forest, Urban, Dungeon) and only use the specific area for the module, (I forgot to separate the areas and ended up getting a cliff in the middle of Magnimar and just went with it) it actually runs well with the deck. The next time I ran with the deck, it was lots of fun, even to a couple people who normally don't like the chase scenes.Y'know, as it happens, there is a cliff in the middle of Magnimar. It separates the upper city district of Naos from the Lowcleft and Dockway neighborhoods.
Looks like Heidmarch manor is close enough to the cliff for this to work... but it seriously derailed the chase.

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Thats kind of what I mean. I pretty much ever Chase I've ran or played (PFS) it gets to a point (usually fairly early) where the party is just stuck, and essentually needs to resort to ranged combat or spells. Essentually defeating the entire point of a Chase Scene.
Why does that defeat the point? It says explicitly in the chase rules that you can use ranged combat or spells. A character could conceivably skip the chase altogether and just cast hold person and end it. It's all part of the mechanic. Merciful scorching ray? Crossbow bolts?
People seem to assume the game stops being Pathfinder the moment the chase rules break out, but that's not the case. There is a reason the chase rules are broken into segments that align with combat rounds.
Now.. if there are hazards that obviously block line of sight, then you might be out of luck.

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I did say defeating the entire point of the chase, not defeating the entire point of the game.
The point I'm making is that they do this for the simple fact that they know they can not make a Disable Device, Fly, Escape Artist, or Acrobatics check. I'm not saying that i think it is wrong, I'm saying that it is because so many chases are based around just a few skill check types, and often favor one class or two, and leave everyone else not really able to advance unless they roll a lot of Nat 20's (or fairly high rolls), despite the Chase rules specifying that all types of skills shoulf be used evenly.

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Huh?
The point of the chase is to catch the guy running away (or contrary-wise get away from something chasing you).
That's it.
Hitting the enemy with daze so your party mates can catch them or so you have time to catch up is completely within the scope of chasing someone. Same goes for sleep, hold person, etc.

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For the players getting stuck on the chase scenes do keep in mind the newest rules for them DO allow for three things:
1. Creative solutions - if the card says that a mob of commoners are blocking your way, you should let them bypass it with creative solutions, such as casting sleep on the crowd or using maybe Perform (oratory) to get them to move out of the way.
2. using a full-round action to bypass a card entirely, regardless of DC.
Yes, it's slower than attempting the card's DCs but as you said above sometimes it's the only way to get past a card.
3. Full card bypasses - your BSF decides to quaff a potion of flying. If the cards are just some ground obstacles like mobs and walls, the BSF should be able to simple double move past cards without a problem. This is perfectly fine. He spent a resource to defeat an encounter.

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Along those lines is there a list somewhere of scenarios I can GM with chase scenes? I know of 2 already. Or is that way too spoilerific?
That's what the spoiler tag is for!
Midnight Mauler
God's Market Gamble
Rise of the Goblin Guild
I personally love chase scenes, and my players seem to enjoy when I have run them.

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Recently played Midnight Mauler and the chase scene:
I kind of liked it (Cringing in preparation for anti-chase scene flames). But then, I had the skills to be effective. I can see how someone would be put off by the chases unless the have the relevant skills.

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I actually played Midnight Mauler just recently as well and we used the chase deck.
I just looked back at the scenario, and it looks pretty good as written, too. I just really like the randomness of the chase deck. I will definitely use the deck whenever there's a chase scene.

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It's 50GP to grab a potion of expeditious retreat, that grants you a +6 bonus to overcome any obstacle in chase scenes. It's a cheap guarantee that your character will never be stuck at the gates for a chase scene.
It's cheaper than buying multiple flasks of alchemists fire to fight swarms and much cheaper than buying items to overcome magical darkness. Your character would only need one potion at any given time and its useful for other things too.

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Gah. I should know better than post off the cuff comments without looking things up.
Longstrider, Slipstream, Fly, Levitate, Spider Climb, Elixir of Tumbling, etc etc. Some are personal, some are potionable. All offer bonuses in chases. Lots more options as well. The point is everyone has options they can use to overcome it, few people actually bother to do so. All of these options are also useful in other situations.