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Old 08-14-2018, 03:45 PM   #11
Terquem
 
Join Date: Apr 2018
Location: Idaho Falls
Default Re: Clarification for 'running away' rules.

Wow, it has been a really long time, but I remember once when we did a city adventure and there was a chase through a busy street (complete with staged vegetable carts, and two men walking across the street with a long ladder)

I made the party roll saves against base Dex, then I had the sheriff's men roll similar saves, if the sheriff's men made their saves, (did not crash into carts, or get hamstrung by the ladder, they still needed to beat the party's saves or the party got away.

The party threw some vegetables off the carts behind them, and so I made the sheriff's rolls 4dice against Dex.
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Old 08-14-2018, 09:07 PM   #12
The Wyzard
 
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Join Date: Jul 2018
Default Re: Clarification for 'running away' rules.

Quote:
Originally Posted by Terquem View Post
Wow, it has been a really long time, but I remember once when we did a city adventure and there was a chase through a busy street (complete with staged vegetable carts, and two men walking across the street with a long ladder)

I made the party roll saves against base Dex, then I had the sheriff's men roll similar saves, if the sheriff's men made their saves, (did not crash into carts, or get hamstrung by the ladder, they still needed to beat the party's saves or the party got away.

The party threw some vegetables off the carts behind them, and so I made the sheriff's rolls 4dice against Dex.
This is pretty close to what I'd do.

Have the PCs roll some dice. On a success they get away. On a failure they might be captured, or lose some valuable equipment in the process of escape, or become exhausted, or injure themselves in some way.

The penalty for failure needn't always be death or its near equivalent.
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Old 08-15-2018, 02:51 AM   #13
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: Clarification for 'running away' rules.

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Originally Posted by Jim Kane View Post
Rick would you clarify please: So once Able is a head of Baker by a "narrow lead", how long does the chase go on for, and at what point does Able actually escape the chasing Baker? And how do you determine this?

Thanks,
JK
Hi Jim,
I give fatigue ST (fST) damage for long runs, so the person with the higher ST would win, as the other would run out of breath. But before that happens, people could try a variety of tricks to increase or decrease the lead.

Running past a fruit cart and spilling something behind them, leaping up and swinging on a pulley, dodging thru a crowded street (make DX rolls to avoid bumping into someone more than your opponent).

Warm regards, Rick.
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