Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-29-2021, 11:55 PM   #1
FeiLin
 
Join Date: Aug 2018
Default Re: Chase limits

Yeah, that’s very true, Lucky Breaks are crucial. Come to think of it, perhaps it’s even a good thing the “boring chase” drags out a bit, since that incentivises players to adapt/respond. Even wiping due to a bad roll might be a fun opportunity for storytelling.

I’m used to tracking pesky details like FP or fuel, so I kinda started thinking in that end (“how long could the chase go on?”).

Having a fix goal is a good bit of advice, though. It could even be more conditional (“after X rounds, {# in quarry group} - {# in pursuer group} escape”, etc).

Quote:
Originally Posted by ericthered View Post
I ran a set of simulations to test this out. [...]
Great, thanks for the stats!
FeiLin is offline   Reply With Quote
Reply

Tags
action, action 2: exploits, chases


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:18 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.