Posted: Tue Aug 12, 2003 9:28 pm Post subject: Foot Chases!
Hey Shane, you left out the details on how to run chases on foot! I had to wing it when my players decided to run from the Orcs in the first scene of Evernight Act 2! _________________ "Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Joined: 13 May 2003 Posts: 55 Location: Portland, OR
Posted: Tue Aug 12, 2003 10:07 pm Post subject: Re: Foot Chases!
Um...wouldn't that just be movement rules?
Page 104: Range increment for foot chase = 1.
Everything else is just like the rules say, although I'd use Agility rolls and figure top speed as if each character had rolled the average of their running die (round up). Instead of 10" of Top Speed difference giving a modifier, I'd just take the straight difference.
Human Top Speed: 10
w/Fleet Footed: 14
Dwarf Top Speed: 9
w/Fleet Footed: 13
And so on.
You'd have to figure the Top Speed quickly, but for so many characters it will be 10, and there won't be a modifier, so it wouldn't be too hard to just deal with the exceptions.
Joined: 14 May 2003 Posts: 461 Location: Truckee, CA - Sierra Nevada
Posted: Tue Aug 12, 2003 10:14 pm Post subject:
Oh, gotcha! See...when he asked about foot chase rules, I was literally thinking about miniatures on a table.
My group has done quite a few foot and vehicle chases, using a "rolling tabletop". That is; the lead miniature in the chase is static on the tabletop, but the relation of everyone else moves based on speeds and running. _________________ -Brent Wolke
( www.truckeegames.blogspot.com )
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