A chase scene


Advice

Dark Archive

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Hi there, ran into an issue with my homebrew group. Setting aside why, I have to deal with my orc witch doctor chasing my ninja, and I am not sure how to work this with in the rules, since the witch can fly. They are in a major city, both level 7. Any suggestions would be great. Thank you very much


There is a chase mechanic, but I'm not fond of it myself and flying is an amazing boon for it. You could role play hiding out and searching for each other, if that's your thing.

Sczarni

We just did a chase that worked out quite well. We used the chase mechanic from CotCT #7 Edge of Anarchy.


The city has multiple levels. Street level, the sewers, possibly the upper stories of buildings, rooftops and of course the sky

A multi-level map could be created and you RP through it or you could simplify it and create a nodal network of the route with skill checks/hazards/encounters for each leg (similar to the chase mechanic).

The sky level is not immune to these problems, the witch doctor has to spot the ninja who is in the crowd, or inside or underground. Meanwhile unless the witchdoctor is invsible they are going to be attracting a lot of attention from the city watch

Dark Archive

Thanks for the help, it will hopefully make this work better. Wish my ninja player had let me know this before it happened


Ended up being a moot point... The Scarred Witch Doctor (me) Dimension Doored to immediately in front of the ninja and then promptly slept him, disarmed him, and restrained him.

The Exchange

For anybody else looking to resolve chase scenes: They've come up often enough for me to adopt an old 3rd-party system from the book Cityworks into PF. All characters get a Chase Score equal to their Dex mod + # of squares moved in a move action: the pursued set the DC at 11 + Chase Score, which the pursuers must match in order to close. Flight (in addition to usually upgrading the # of squares factor) grants +4 due to its flexibility: Nimble Step and Acrobatic Move each add 1 to Chase Score for non-flying opponents.

I generally determine the starting distance between the groups, and identify the ability to close, in story terms rather than 5' increments: Melee Range, Throwing Range, Shooting Range, In Earshot, and Lost the Trail. In most environments the pursued can set up skill challenges to slow pursuit - Acrobatics and Climb are the usual ones, although in the right surroundings other skills come into play. If the pursued can get to In Earshot range (where the pursuers are no longer in line-of-sight), Stealth and various spells - mostly illusions - can be used to elude pursuit. It's a mishmash system and could probably be improved, but it's flexible enough to be popular with my players.

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