| Metaphysician |
I think the reason they don't have an automatic modifier is because the raw speed rating is only an advantage in a chase sometimes. If you are on open ground, sure. . . though if its open ground and one vehicle has a higher speed, you don't really have a chase, you have an automatic intercept. If there is any kind of terrain features, however, the degree raw speed matters becomes a lot vaguer.
Its better to deal with it via ad hoc GM bonuses/penalties. Grant a bonus to chase checks to the vehicle that is notably better suited for the terrain, whether that be the much faster vehicle on fairly open ground, the more maneuverable vehicle in twisty uneven terrain, or even the much smaller vehicle in tight confined spaces.
| Tiberius1701 |
They do say, at least, that if your speed is 50 more than the other car, your DC to do a double piloting action is only -2 instead of -4.
But this can get weird if it's not just 1 to 1 vehicle. These chase rules seem really broken to me.
I'm thinking of having a running "speed of the map" and every time someone does a 'speed up' maneuver, it goes up by 5. Every time someone does a 'slow down' it goes down by 5.
Then, you have a penalty to all piloting checks of -1 for every 10 mph over 60. (70=-1, 80=-2, 90=-3, 100=-4, and so on).
Also, if you are at your vehicle's top speed, you may not do a 'speed up' maneuver. So, the chase might start at 40mph, but if your top speed is 70mph and my top speed is 200mph, eventually you'll hit a ceiling and won't be able to get away (without doing tricks etc).
I would also alter the damage for those who fell onto the road, based on the map speed at the time.
And, side note: I will be changing 'keep pace' DC to 5+item level - otherwise it makes absolutely no sense to ever do.