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[SWD] Chase rules for races

 
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Jerome Sullivan
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Joined: 29 May 2003
Posts: 79
Location: Pforzheim, Germany

PostPosted: Mon Aug 20, 2012 7:09 am    Post subject: [SWD] Chase rules for races Reply with quote

Since the remodeling of the chase rules the "race aspect" of those rules went downhill. If I remember correctly, in "Through the cathode ray tube" there was a use of the old chase rules how to handle a good old styled car race.

I just want to ask: How do I handle a race with the new rules?

The possibility I came up with is the following:

For the sake of this example we have four participants. Each makes a roll apropriate for his means of transportation adding modifiers for speed or terrain or misc. This first roll is just to determine the starting position after the first rush (taken from TTCRT (Through the...)). In the next round the cards are as following:

Fourth: Queen of Spades
Third: Ten of Clubs
Second: Jack of Hearts
First: Ace of Diamonds

The first has the ace but since no one is out front he could try to force his opponents into a unadvantageous position. This might need a little creativity how to force the fourth in line to do something, the gm hast the last call whats reasonable.
The fourth has the advantage over the third and the second, but not over the first. He or she can try to pass the third, using a force maneuver. If he succeeds, the fourth is able to pass the third, with a raise the now fourth has a -2 against the new third.
The second one has the jack of hearts and is the next in line. He is not able to pass the first, but he's able to force the now fourth driver into an further unadvantageous position.
If the now fourth (former third) is still in the race after all he may not do anything at all. After a specified amount of rounds (five to ten) the race ends and the new positions apply as the finishing order.

I know this system is flawed, so I wondered if you have a more elegant system.

Another question that came to mind right now: If your force your opponent and get a raise, the opponent is affected as if he hit an obstacle. I wondered if you mean a minor or a major obstacle or if it's determined by his card just like if it were of clubs suit.

Thank you.
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Jerome Sullivan
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Joined: 29 May 2003
Posts: 79
Location: Pforzheim, Germany

PostPosted: Fri Aug 24, 2012 2:37 am    Post subject: Reply with quote

Just wanted to bump it once.
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amerigoV
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Joined: 06 Jul 2009
Posts: 667
Location: Columbus, Ohio

PostPosted: Fri Aug 24, 2012 5:24 am    Post subject: Re: [SWD] Chase rules for races Reply with quote

Jerome Sullivan wrote:


I know this system is flawed, so I wondered if you have a more elegant system.


Any reason you are just not going back to the SWEX version (which I also think are better suited to a race)?
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Jerome Sullivan
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Joined: 29 May 2003
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Location: Pforzheim, Germany

PostPosted: Fri Aug 24, 2012 5:32 am    Post subject: Reply with quote

Well.. no Wink
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WisestMongoloid
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Joined: 23 May 2012
Posts: 7

PostPosted: Sun Sep 02, 2012 10:00 pm    Post subject: Reply with quote

Where do you find the old chase rules?
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Mon Sep 03, 2012 1:16 pm    Post subject: Reply with quote

In the old SWEX (Savage Worlds Explorer's Edition) rules, and some adventure supplements.

Chases were split up into 10 "range increments" of a pre-determined scale (varied with the typical speed of the participants - fighter jets used a very different scale than bicycles).
A successful maneuvering roll advanced you one increment, two with a raise. Characters could "push" by taking a -2/-4 to the check to advance one/two extra increment(s). You could move up to 4 increments in one turn - and you could move both forward and back in the chase, as you desired.
Various things could also force you to fall back some increments (critical failure, being Shaken, failed rolls versus damage, etc.).
The Chase ended when one group made it past increment 10 (for a race-style scenario), or had at least 10 increments between them and the other participants (anyone 10 or more increments back had fallen out of the chase and couldn't continue).

Good rules for a race over a specified course, but not good for fleeing bad guys to your refuge of safety.
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Lord Lance
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Joined: 23 Jul 2008
Posts: 1406
Location: Vicenza, Italy

PostPosted: Mon Sep 03, 2012 4:44 pm    Post subject: Reply with quote

ValhallaGH wrote:
Good rules for a race over a specified course, but not good for fleeing bad guys to your refuge of safety.

Well, not so true. It was a great system the SWEX's one. Simply, add a time limit to the standard rules (example, 5 turns). If the chasers cannot take the prey in that period of time, the prey is free, escaped. Then narrate a short cool scene to justify the end of the chase, and fade to black! ^___^

Also, old rules was really good to simulate cops movie chase: run toward the prey, gaining terrain, sweat side by side with great efforts, then make the final jump with tackle in melee to stop his run... game over! Twisted Evil

Now it's just a bunch of random cards and random distance... Of course, YMMV.
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ValhallaGH
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PostPosted: Tue Sep 04, 2012 7:25 am    Post subject: Reply with quote

Lord Lance wrote:
Now it's just a bunch of random cards and random distance... Of course, YMMV.

It sure does vary. I hated the idea that the guy doing the best in a chase was the least combat-effective, especially in a star-fighter.

The new chase rules are much better about it. Mr. Green
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