Running Chases w / Fixed Movement Speed


Advice


I've got a chase sequence planned for an upcoming session. The only problem is that a dwarf (20 ft. movement speed) can never escape a human (30 ft. movement speed). This is a known problem, and I've seen a couple of different solutions and subsystems to address it (notably the 1e chase system). Do you guys have any favorites from other systems? Any that worked especially well in your own games? I'm set to try something new, and I could use a little direction!

Comic for illustrative purposes.


DRD1812 wrote:

I've got a chase sequence planned for an upcoming session. The only problem is that a dwarf (20 ft. movement speed) can never escape a human (30 ft. movement speed). This is a known problem, and I've seen a couple of different solutions and subsystems to address it (notably the 1e chase system). Do you guys have any favorites from other systems? Any that worked especially well in your own games? I'm set to try something new, and I could use a little direction!

Comic for illustrative purposes.

If you're going to resolve it in encounter mode, then it is unlikely that the dwarf will be able to escape without good usage of hiding or applying some sort of crowd control or movement impairing status on the chasers.

That's why the chase system uses the level of abstraction that it does, to enable that sort of thing.

As a GM, if I want the Dwarf to escape, I just say 'They escape' and if the players want to chase after them, I either double down on escape or just let them kill the guy with ranged weapons. If they're chasing to catch alive, its because whatever plot is being run involves them catching the dwarf, so I usually just have them surrender.

All that to say, I don't use chase mechanics unless the adventure tells me to. I have never had a player say 'Oh boy, a chase sequence!' or something along those lines.


Is this a known problem?
Yes, for the dwarf.

If you have a slow race you simply have to deal with it.

Dwarves have great bonuses.
And However

Dwarves have 20 feet.
Elves have 30 feet.
The rest has 25 feet.

So it is 25 vs 20.

Ps: By lvl 3 a elf mage could have 45 feet, just for you to know.


Pathfinder Rulebook Subscriber

Plaguestone has rules for a chase which I think is functionally just an applied example of what will be the general Victory Points mechanic coming in the GMG.

In short the players have to achieve a number of skill checks as they pass through different locations. They can always use Athletics but other skills present themselves (say Survival to avoid a sand trap that would slow them down.) If they get enough successes before a certain point (e.g before their target gets within shouting distance of their friends etc) they "win" the chase. Only change I would make is to give a circumstance bonus or penalty to people fasrer/slower than the target.


The chase rules come in the gmg.

I am currently using the 5e system as it ports fine.


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How many of the great chase scenes in cinema are simple comparison of speed? Zero?

A chase scene that is interesting isn't about how fast one can move on an open field, but different exercises in skills, sometimes vastly different skills between the two parties (perhaps the chasee is leaping over and around obstacles, while the chaser is just plowing through them.) The point though is that it is tests of skill and variations of the challenges that make them interesting.

I don't know that there is 'one system' that makes this work, although multiple skill tests with x out of y conditions for 'winning' isn't a bad place to start. I think a great chase is going to have to be pretty customized though, in relation to the campaign and the purpose of the chase, in the abilities of the parties involved, and in relation to the environment.

I will say though that as a general rule I find it easier to make a chase 'work' when the PCs are doing the chasing rather than the reverse.

Silver Crusade

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That speedy but weak elf gets tangled up in the fruit cart as he crashes into it while the dwarf just powers through, barely hindered by the flying apples and melons.

I assume your chase sequence has a fruit cart


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Pathfinder Rulebook Subscriber

My wizard has Lore: Cartography at Legendary so should already know where all the carts are before the chase even begins.


Malk_Content wrote:
My wizard has Lore: Cartography at Legendary so should already know where all the carts are before the chase even begins.

That's a weirdly hilarious premise for an adventure. I'm getting Home Alone vibes, but ya know... as a chase instead of a burglary.


0o0o0 O 0o0o0 wrote:

That speedy but weak elf gets tangled up in the fruit cart as he crashes into it while the dwarf just powers through, barely hindered by the flying apples and melons.

I assume your chase sequence has a fruit cart

Bah, why use a fruit cart when there's always a cabbage cart around?


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sherlock1701 wrote:
0o0o0 O 0o0o0 wrote:

That speedy but weak elf gets tangled up in the fruit cart as he crashes into it while the dwarf just powers through, barely hindered by the flying apples and melons.

I assume your chase sequence has a fruit cart

Bah, why use a fruit cart when there's always a cabbage cart around?

Banana peels.


Pathfinder Lost Omens Subscriber

i generally use opposed skill checks and make sure the skills checks being used have variety too them, like they might start off with an athletics to run away, then use knowledge society as they dive down a side road, then stealth as he gets away.

how the players want to try to catch him determines what skills they roll.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I think opposed checks were specifically eliminated from PF2.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I've done it similar to Skill Challenges. Set a DC for different skills and areas. The PCs need a certain number of successes to clear an area (1-2 each) and they have X number of rounds to complete it before the bad guy escapes.

There can be different DCs based on the skill being used. Acrobatics to jump and dive around obstacles. Athletics to burst through. Intimidation to get a crowd to disperse.

If I want it to be more dynamic, on the bad guy's turn I roll his checks. Once the heroes have more successes than he does, they catch him. The dynamic option allows for the introduction of skill checks to apply situational modifiers like toppling a cart to slow down pursuers. The heroes can also use ranged effects to hinder the bad guy like casting Grease in the narrow alley in front of him.

A challenge with chases is that there has to be a reason why the heroes can't use ranged attacks. Why can't they shoot the runner with an arrow or magic missile?


Pathfinder Lost Omens Subscriber
David knott 242 wrote:

I think opposed checks were specifically eliminated from PF2.

running against skill DCs is more or less the same thing.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Bandw2 wrote:
David knott 242 wrote:

I think opposed checks were specifically eliminated from PF2.

running against skill DCs is more or less the same thing.

No it isn't. There is a much greater variation in effective results if 2 d20s are rolled than if only one is rolled -- effectively -19 to +19 instead of +1 to +20.


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sherlock1701 wrote:
0o0o0 O 0o0o0 wrote:

That speedy but weak elf gets tangled up in the fruit cart as he crashes into it while the dwarf just powers through, barely hindered by the flying apples and melons.

I assume your chase sequence has a fruit cart

Bah, why use a fruit cart when there's always a cabbage cart around?

What, no love for the two guys slowly moving a fifteen-foot wide mirror?


Pathfinder Lost Omens Subscriber
David knott 242 wrote:
Bandw2 wrote:
David knott 242 wrote:

I think opposed checks were specifically eliminated from PF2.

running against skill DCs is more or less the same thing.

No it isn't. There is a much greater variation in effective results if 2 d20s are rolled than if only one is rolled -- effectively -19 to +19 instead of +1 to +20.

I meant that you can just as well use the skill DC method and not much would change from the players perspective. You just roll half as many dice.

Still same narrative format where skills are more important that movespeed.


The chase rules from Ultimate Intrigue still work, arguably even better with the 3 action system.
Get 10 index cards or post-its, write down whatever obstacle is there, fruitcart, crowd, climb up a building, etc, and write down two checks to have the PCs choose between. Use a variety of skill and saves, and don't use the same DC for both checks on an obstacle. Spend an action to make a check and pass the obstacle in order to Stride to the next card. Spend 3 actions and attempt both checks to go three cards forward. Every +-10' speed gives a +-1 bonus to the check. Assume each card is 25' apart if characters want to attack

Shadow Lodge

It wasn't a chase, but it did remind me a lot of the chase mechanics that they had in that one pfs2 scenario. It was basically a series of skill challenges to navigate through the hostile territory. Each stage gave a couple of skill options to roll and one person could try to blaze a trail and give everyone else bonuses on their rolls.

The problem with turning a chase scene into a bunch of skill rolls is you can easily loose the action in rolling dice, roll, more dice, OK, roll some more, and one more time, we're done. That is super boring. So as the GM, it falls on you to keep giving exciting narrative in between each of the rolls to make it cool, which is a lot of work on the GM to hold everyone's interest.

A simple way to do it would be to have the chasers roll athletics vs the guy running's athletics DC. Give them a circumstance bonus to the roll for being faster.


Bandw2 wrote:
David knott 242 wrote:
Bandw2 wrote:
David knott 242 wrote:

I think opposed checks were specifically eliminated from PF2.

running against skill DCs is more or less the same thing.

No it isn't. There is a much greater variation in effective results if 2 d20s are rolled than if only one is rolled -- effectively -19 to +19 instead of +1 to +20.

I meant that you can just as well use the skill DC method and not much would change from the players perspective. You just roll half as many dice.

Still same narrative format where skills are more important that movespeed.

Yes. Opposed rolls were removed (and good riddance). Any time you would be tempted to do an opposed roll, you should instead have one party roll the check against the calculated DC of the opposed check.

It does actually change the math quite a bit. Much less variance in the outcomes. It is also a lot easier (read: possible by someone who doesn't have a PhD in statistics) to calculate the probabilities and expected values of the results.

And yes, the narrative effect is the same. You can still have a player using sneak opposed by perception of a guard. Or have an escapee using athletics opposed by the athletics of the chasers.


Pathfinder Lost Omens Subscriber
breithauptclan wrote:
Bandw2 wrote:
David knott 242 wrote:
Bandw2 wrote:
David knott 242 wrote:

I think opposed checks were specifically eliminated from PF2.

running against skill DCs is more or less the same thing.

No it isn't. There is a much greater variation in effective results if 2 d20s are rolled than if only one is rolled -- effectively -19 to +19 instead of +1 to +20.

I meant that you can just as well use the skill DC method and not much would change from the players perspective. You just roll half as many dice.

Still same narrative format where skills are more important that movespeed.

Yes. Opposed rolls were removed (and good riddance). Any time you would be tempted to do an opposed roll, you should instead have one party roll the check against the calculated DC of the opposed check.

It does actually change the math quite a bit. Much less variance in the outcomes. It is also a lot easier (read: possible by someone who doesn't have a PhD in statistics) to calculate the probabilities and expected values of the results.

And yes, the narrative effect is the same. You can still have a player using sneak opposed by perception of a guard. Or have an escapee using athletics opposed by the athletics of the chasers.

once again, i wasn't talking about the math at all, just that nothing would change except you swapped an opposed stealth perception with a stealth against perception DC.

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