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Melee chases - pointless ?
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ogbendog
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PostPosted: Fri Jul 13, 2012 3:36 pm    Post subject: Melee chases - pointless ? Reply with quote

I'm doing my second chase in my game, where the NPCs are melee only, and there is almost no point.

To get into melee, my sharks need to get a King or a Joker. 6 out of 54 cards. 11%.

I'm giving each shark it's own card, but even with that, I'd be surprised if the PC is attacked more than once in the entire chase.

Has anyone else ran into this? Any ideas or suggestions on how to fix?

One of my thoughts was to say, if you start close to each other, that the ranges are bumped a notch. so Jack - Joker is short / mlee, 3-10 is medium, and 2 long
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shinryu
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PostPosted: Fri Jul 13, 2012 3:53 pm    Post subject: Reply with quote

I have encountered this too (giant scorpions, airplane graveyard, it was complicated, ok?). On one hand this does reflect that people may not actually get very close to one another in this sort of chase, and you'd better take a shot at ending it (like grappling) if you get a chance. I'm pretty sure you can use the Force maneuver from the Errata at any range, represent the sharks herding a foe into dangerous rocks or something like that as well.

Alternatively, since the ranges are sort of abstract anyway, you could just apply the range penalty as an abstract to hit modifier and let the sharks attack regardless.

In this specific case, are these sharks chasing swimmers or boats? If they're faster then whatever it is they should be getting at least +2 to +4 to their Agility or Swimming rolls, so they should be getting more cards. That in conjunction with the Force maneuvers could be useful if you're creative about it.
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ogbendog
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PostPosted: Fri Jul 13, 2012 4:05 pm    Post subject: Reply with quote

in this instance, they are chasing a swimmer, but it's a doreen from 50F, so speed isn't a factor.

but in general, say the classic of a cop chasing a criminal, the odds of getting close enough to tackle him like they always show on movies or TV is pretty darn slim.

I could see the Force working. clearly I need to download a new PDF
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shinryu
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PostPosted: Fri Jul 13, 2012 4:11 pm    Post subject: Reply with quote

ogbendog wrote:
in this instance, they are chasing a swimmer, but it's a doreen from 50F, so speed isn't a factor.

but in general, say the classic of a cop chasing a criminal, the odds of getting close enough to tackle him like they always show on movies or TV is pretty darn slim.

I could see the Force working. clearly I need to download a new PDF


I think it's just in the errata, but I haven't downloaded anything new as of late.
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ogbendog
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PostPosted: Fri Jul 13, 2012 4:16 pm    Post subject: Reply with quote

that's good, because i can't login to the pinnacle webstore, which I'm pretty sure is where I bought it
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Thunderforge
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PostPosted: Sat Jul 14, 2012 10:54 am    Post subject: Reply with quote

I think that this was one thing that the SWEX version of the chase rules did better. In that one, you had to make a choice each round about how much you wanted to push yourself to get to your target, which seems to be better for a chase where you're trying to close the melee gap. With SWD, you're always rolling the same Agility roll every round until you happen to get the lucky cards to get you in range.
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ghostman
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PostPosted: Sat Jul 14, 2012 11:01 am    Post subject: Reply with quote

You are right, melee chases are very low action. When we had one, the abstractness was lost. The common thought was that if they cann attack, then it is no longer a chase, they were close enough to be caught.

The chase rules are abstract and built for cars and guns, and work really well for vehicles.

In our case we had dogs chasing humans, and it was difficult to convince most of the players (and GM) that even if they can attack, they weren't caught.

Savage Worlds is great for abstracting action with chases and mass combat, but some folks just won't 'get' it.
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Thunderforge
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PostPosted: Sat Jul 14, 2012 11:43 am    Post subject: Reply with quote

ghostman wrote:
Savage Worlds is great for abstracting action with chases and mass combat, but some folks just won't 'get' it.

I would argue that how hard it is to "get it" depends on the type of chase and the version of the rules you are going for. I think each version did certain types of chases well and other types poorly. In addition to these melee chases, I think the SWD version also does "open plains" chases very poorly. But the maneuverable vehicle chases (e.g. biplanes, cars zipping around) and the chases where there are lots of crowds and obstacles are done very well.

Ironically, SWEX rules had them about swapped. It did melee chases and open plains chase very well and were easier to "get", but maneuverable chases and crowded chases were much harder to "get". The pendulum swings the other way...
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Clint
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PostPosted: Mon Jul 16, 2012 8:20 am    Post subject: Reply with quote

If you want foot (fin?) chases to include more combat, it's as simple as changing the Range column to something like...

Position
Two - Impossible position. The enemy is out of range or blocked and no attack is possible this round

3-10 - Bad position. Attacks suffer a -4 penalty (This could be Long Range, Heavy Cover, a situational penalty, or some combination)

Jack—Queen - Better position. Attacks suffer a -2 penalty (This could be Medium Range, Medium Cover, a situational penalty, or some combination)

King—Joker - Best position. Attacks suffer no penalty
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TheLoremaster
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PostPosted: Mon Jul 16, 2012 8:53 am    Post subject: Reply with quote

Clint wrote:
If you want foot (fin?) chases to include more combat, it's as simple as changing the Range column to something like...

Position
Two - Impossible position. The enemy is out of range or blocked and no attack is possible this round

3-10 - Bad position. Attacks suffer a -4 penalty (This could be Long Range, Heavy Cover, a situational penalty, or some combination)

Jack—Queen - Better position. Attacks suffer a -2 penalty (This could be Medium Range, Medium Cover, a situational penalty, or some combination)

King—Joker - Best position. Attacks suffer no penalty

Thumbs up for this! One thing that I don't like about the new Chase rules is that it treats the penalties as "Range" penalties. That confuses some players: if my vehicle has multiple guns, and they each have different ranges, how can they ALL be firing at Medium Range? Making it a flat attack penalty might go a long way towards simplifying the effect.

I'm gonna try this and see how it goes...
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Thunderforge
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PostPosted: Mon Jul 16, 2012 11:48 am    Post subject: Reply with quote

I like Clint's version, it should be the one that's in Deluxe! Having a description of possible reasons for modifiers (e.g. Long Range OR Heavy Cover) makes more sense than always having a range.

I wonder if it would be problematic if some people are in melee and others are ranged, but it's a step in the right direction.
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ogbendog
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PostPosted: Mon Jul 16, 2012 12:45 pm    Post subject: Reply with quote

I could see doing that if you start close, or ranged combat is impossible

I would like to give some advantage to those smart enough to bring a gun to chase a guy with only a sword.

But the Force maneuver might cover that
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ValhallaGH
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PostPosted: Mon Jul 16, 2012 2:11 pm    Post subject: Reply with quote

ogbendog wrote:
I would like to give some advantage to those smart enough to bring a gun to chase a guy with only a sword.

The shooter's base TN is 4. The swordman's base TN is Parry.

Generally, that's a big advantage. Laughing
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shinryu
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PostPosted: Mon Jul 16, 2012 3:04 pm    Post subject: Reply with quote

TheLoremaster wrote:


Thumbs up for this! One thing that I don't like about the new Chase rules is that it treats the penalties as "Range" penalties. That confuses some players: if my vehicle has multiple guns, and they each have different ranges, how can they ALL be firing at Medium Range? Making it a flat attack penalty might go a long way towards simplifying the effect.

I'm gonna try this and see how it goes...


Agreed. This ought to go in second printing SWD for sure, it's a lot more cleanly phrased and the penalty is what's intended by the rules, it's just the phrasing as "range" that makes it difficult to see. That said, it does make more sense for chases between vehicles to restrict ramming or boarding techniques to "best possible position/close range," I think, as the current rules have it. As VallhallaGH noted, the parry vs. firearm TN already accounts for ranged weapon advantage. For that matter, if you wanted to go really abstract you could actually use these ala dogfight for almost any kind of combat.

While we're on the subject there are a couple of chase things I was never totally clear on:

1) Do the initiative-affecting Edges (Quick, (Improved) Level-Headed) help in a chase?

2) For launch weapons with a travel time (missiles, mostly), if I launch at an effective "long" range on a 5, does it still take three chase rounds for the missile to catch the target? Since the chase rounds are longer this doesn't make a lot of sense.

3) Is there anything a disadvantaged target can really do chase-wise? In a melee chase I suppose one could Defend and try to improve one's chances if they are disadvantaged again, but right now it does seem like the disadvantaged characters tend to say "well, I do nothing." (The smart ones reload or summon something...). Maybe something like a Jink maneuver to improve defense against ranged weapons? Or a risky Stunt maneuver like an assistance roll for your next Maneuvering Trait? Say, +1 for each success and raise, but a -2 if you fail, possibly penalized by the "range" penalty for your card?

Alternatively, it doesn't say that you have to have Advantage to Trick or do a Test of Wills, only attack, so I assume you can try those at any point regardless of Advantage? Even an opposed Maneuvering roll as a Trick makes sense, though I wonder if the Maneuvering trait rolls could count as a Trick or a Test of Wills? I kind of think the Test of Wills rule makes more sense. Wouldn't help the Maneuvering roll but could offset some situational penalties and possibly Shake a pursuer. Also, should such a roll suffer the situational penalty? I would assume it makes sense for it to do so.
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ValhallaGH
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PostPosted: Mon Jul 16, 2012 3:26 pm    Post subject: Reply with quote

Disclaimer: referencing SWD.
1) No, they do not. This one is explicitly in the chase section.

2) Chase rounds are not previously defined. They might be six seconds, they might be six hours. It depends upon the chase. However, combat-type chases are generally in the six to sixty seconds per round range.
For the question, missiles is missiles.

3) You answered this one yourself. Though do note that the Vehicle Maneuvers are for the vehicle combat rules, not the Chase rules.
I've allowed gunners to make Tricks via "suppressive fire". Sometimes these were Smarts tricks, other times Agility, and once I let them make it a Shooting trick (versus piloting, as I recall).
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shinryu
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PostPosted: Mon Jul 16, 2012 3:46 pm    Post subject: Reply with quote

ValhallaGH wrote:
Disclaimer: referencing SWD.
1) No, they do not. This one is explicitly in the chase section.


Was that an errata/later printing thing? I didn't see that in my copy.

Quote:
2) Chase rounds are not previously defined. They might be six seconds, they might be six hours. It depends upon the chase. However, combat-type chases are generally in the six to sixty seconds per round range.
For the question, missiles is missiles.


I kind of want to ping the official guys on this one. It just seems... odd. As an example the AIM-120 is going about 44 miles a minute, so it's going to reach the most generous maximum range estimates for it within the space of a minute round.

3) You answered this one yourself. Though do note that the Vehicle Maneuvers are for the vehicle combat rules, not the Chase rules.
I've allowed gunners to make Tricks via "suppressive fire". Sometimes these were Smarts tricks, other times Agility, and once I let them make it a Shooting trick (versus piloting, as I recall).[/quote]

So how would you handle a Driving vs. Driving contest, say? Since it's using Skills and not Attributes, presumably it's a Test of Will and not a Trick?
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Clint
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PostPosted: Mon Jul 16, 2012 4:30 pm    Post subject: Reply with quote

shinryu wrote:
ValhallaGH wrote:
Disclaimer: referencing SWD.
1) No, they do not. This one is explicitly in the chase section.


Was that an errata/later printing thing? I didn't see that in my copy.


Nope. First release of SWD, page 82, second column...

►►Edges: Level Headed and the Quick Edge don’t apply to maneuvering Trait rolls in Chases.
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shinryu
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PostPosted: Mon Jul 16, 2012 4:58 pm    Post subject: Reply with quote

Clint wrote:
shinryu wrote:
ValhallaGH wrote:
Disclaimer: referencing SWD.
1) No, they do not. This one is explicitly in the chase section.


Was that an errata/later printing thing? I didn't see that in my copy.


Nope. First release of SWD, page 82, second column...

►►Edges: Level Headed and the Quick Edge don’t apply to maneuvering Trait rolls in Chases.


Crap. Literally didn't see it. Well, that was easy.
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ValhallaGH
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PostPosted: Tue Jul 17, 2012 8:09 am    Post subject: Reply with quote

shinryu wrote:
ValhallaGH wrote:
3) You answered this one yourself. Though do note that the Vehicle Maneuvers are for the vehicle combat rules, not the Chase rules.
I've allowed gunners to make Tricks via "suppressive fire". Sometimes these were Smarts tricks, other times Agility, and once I let them make it a Shooting trick (versus piloting, as I recall).


So how would you handle a Driving vs. Driving contest, say? Since it's using Skills and not Attributes, presumably it's a Test of Will and not a Trick?

Depends upon the circumstances and specifics. Sometimes as Tricks, other times as Tests of Will. Sometimes I'll use Agility, Smarts, Intimidation, Taunt, or (rarely) other skills. But for a scene like "rubbing is racing" it's probably an Intimidation test of will.
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kouhoutek
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PostPosted: Fri Oct 12, 2012 12:23 pm    Post subject: Re: Melee chases - pointless ? Reply with quote

ogbendog wrote:
I'm doing my second chase in my game, where the NPCs are melee only, and there is almost no point.

To get into melee, my sharks need to get a King or a Joker. 6 out of 54 cards. 11%.


My question is, are you doing it right?. The sharks are easily twice as fast as human swimmers, and I'd give them at least a d12 Swimming. That's a d12+4 they are rolling, so they each should be getting 2 or 3 cards. And with the players moving at pace 3, *if* them make their Swimming rolls, the chase could go on for a while. If the chase rounds were the same as combat rounds, you would need 75(!) Swimming successes to make it about quarter mile.

Also, I'd make every complication a player got into variations of "you get attacked by a shark".
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