Thursday 15 August 2013

Chase / Pursuit System

Dear Visitors,

Your host is back from the depths of role-playing abyss. After the successful expedition to the motherland of all role-playing goodness I have been involved in extensive testing of the AD&D2.1E and some side-projects that did not leave much time for writing.
However I have learned and discovered a lot. And I am ready to share my observations with you, Dear Guests.

And so, quite recently while running a classic AD&D2E Forgotten Realms module "Doom of Daggerdale" I have come across an interesting problem. How to adjudicate pursuit course and success in game environment. The DMG2E and PHB2E state merely, that an individual (or party) who possesses faster Movement Rate outruns the  slower individual (or party). If the Movement rate is equal - roll d10 and the higher roll wins. Simple? No! Simplistic? By all means.

Well, it will not work for me though. So I turned to the WWW brethren for a hint or any convenient solution.
Bear in mind, that the requirement was that any "new" rules need to integrate with the core mechanics seamlessly. So, following some very good ideas provided for D&D3.0 by mxyzplk of Geek Related I started off with this idea and translated it to the 2E language and mindset.

Chase / Pursuit Track

The chase is divided into stages or steps that together form a Chase Track. First the DM determines at which stage does the chase start. The stages reflect the distance (in game terms) between the pursuing and pursued Party. Then every round a roll determines whether the stage (distance) advances or regresses.

Chase Track
Range
Close contact
Melee or Overbear
Point Blank
Short/Blank
Short
Short
Medium
Medium
Long
Long
Outrun!
End of chase









Chase and Escape roll

The Pursuing Party's roll is called a Chase Roll.
The Pursued Party's roll is called an Escape Roll.
Both Parties roll a d10 and add the modifiers from the below table to see the final result.

Factor
Modifier
MOV rate difference
+1/each 3 pts
Familiar terrain
+2
Adaptation to terrain
+2
Encumbrance
as per PHB2E
Exceptional Agility
+1
Add. Skills (e.g. acrobatics)
+1

If Escape Roll is 2+ points higher than Chase Roll = Chase Track progresses by 1 step for each 2 points of difference between rolls (distance increases)
If Chase Roll is 2+ points higher than Escape Roll = Chase Track regresses by 1 step for each 2 points of difference between rolls(distance decreases)
If roll results are equal or differ by 1 point only the Chase Track stage does not change.

Obstacles & Stamina

The DM might add obstacles during the chase and influence the pursuit results by adding Dexterity checks. Because there might be various obstacles depending on the environment I believe it is best to leave it to the DM's discretion. Failed Dex check might either end the chase or bring extra penalties to the rolls.

Also, in case of long distance pursuits Constitution check should be made for all Parties involved to see whether thehy can keep up with the chase. Use sprint modifiers from PHB2E. If the Party fails its Consitution check the chase is over.

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I hope you enjoy some dynamic and exciting pursuits using this system.
Should anyone have any comments I am eager to consider and adjust the system if need be.

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