08-14-2018, 03:45 PM | #11 |
Join Date: Apr 2018
Location: Idaho Falls
|
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. |
08-14-2018, 09:07 PM | #12 | |
Join Date: Jul 2018
|
Re: Clarification for 'running away' rules.
Quote:
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. |
|
08-15-2018, 02:51 AM | #13 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
|
Re: Clarification for 'running away' rules.
Quote:
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. |
|
|
|