Unclear on Chase Rules


Rules Questions


I have read and re-read the chase rules, several times... As well as searching all over the forums, so I figured I'd ask and possibly have someone tell me "You missed it right there" or telling me I'm reading old rules.

The chase rules state (I'm simplifying):
"You do xxx and move one square/card"
"You do yyy and move three squares/cards"

Is there no option for moving two? (Without the same effort as moving three)


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

The chase rules are a good example of a flowcharted scenario segment designed around skill challenges. You'll find several similar flowcharts in Ultimate Intrigue.

Without going and looking up the sample chase from... (was it the Gamemastery Guide?), you've got to keep in mind that it's a *sample*, not a universal system tool. There are two excellent ways to do chases:
1) Design your own, reflecting the specific circumstances of the campaign, the characters and their adversaries, or...
2) Use one of the Paizo chase decks and lay out a random chase each time you want to do one.

I prefer solution (1). YMMV.


Wheldrake wrote:

The chase rules are a good example of a flowcharted scenario segment designed around skill challenges. You'll find several similar flowcharts in Ultimate Intrigue.

Without going and looking up the sample chase from... (was it the Gamemastery Guide?), you've got to keep in mind that it's a *sample*, not a universal system tool. There are two excellent ways to do chases:
1) Design your own, reflecting the specific circumstances of the campaign, the characters and their adversaries, or...
2) Use one of the Paizo chase decks and lay out a random chase each time you want to do one.

I prefer solution (1). YMMV.

I understand, and making the cards/obstacles is simple enough. I'm talking the specific mechanics of how many cards/spaces to move. Specifically, is there a way to move two(2) cards without going through the same challenge as moving three?


Short answer is no.

If this is a home game, get creative. My idea is to use the three card rule, but they choose one challenge from the card they are on, and one challenge from the card in front of them. That will let them pick and choose favourable skill checks.

Verdant Wheel

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The Chase Deck allows three options.

Standard Action - Attempt a skill check on your current card.
Move Action - Move from your current card (if you have passed a check on it already) onto a new card.
Full Round Action - attempt two skill checks - one on a current card and one on the next card - if you succeed at both, you move forward one card; if you fail either check, you lose this turn and next turn.

In short, aside from attacking or casting or other stuff, your options are "single card" or "double or nothing."


rainzax wrote:

The Chase Deck allows three options.

Standard Action - Attempt a skill check on your current card.
Move Action - Move from your current card (if you have passed a check on it already) onto a new card.
Full Round Action - attempt two skill checks - one on a current card and one on the next card - if you succeed at both, you move forward one card; if you fail either check, you lose this turn and next turn.

In short, aside from attacking or casting or other stuff, your options are "single card" or "double or nothing."

Then I guess I'll have to home rule it, ah well.

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