[CONAN] Run!

In a game situation, two PCs decide that they want to run a foot race. This is nothing special. Both characters are at Speed 30. They're going to go out into the main street of the town, which is clear. It's a warm, dry day. There's no one else on the street. And, the two PCs are simply going to have an NPC yell, "Go!" Then, the two of them will run down the street. The first one past the Inn wins the race.

Simple, eh?

Well, there really isn't an official rules to cover this. In fact, "officialy", the two characters will finish at exactly the same time because they have the same speed.

But, that's silly, yes? The GM knows one will most likely beat the other. So, the GM decides to rule that both players will roll opposed checks. The higher throw indicates the character who will win the race. A tie means that they finish at the same time.

Simple? Yep. Except...

Since there is no "Run" skill, which stat would you use for the opposed check?

I immediately default to CON. That seems the most logical choice to me. But, there's another argument that the STR stat should be used, with CON governing how long the two PCs can run before becoming fatigued and exhausted (per the rules).

So, what do you think? STR? CON? Or, are you a contrarian and think that DEX should be used for such a race?
 
I would use Constitution for any long distance races. Shorter races would use Strength.

Strength measures muscle and physical power. Dexterity measures agility, reflexes, and balance. I wouldn't use Dexterity for a straight up race. A race through an obstacle course would be different, and would likely include both Strength and Dexterity. Or just use skill checks instead of ability checks. Each obstacle having its own ability or skill check. Whoever rolls the highest for a particular obstacle gets a point (representing him getting a bit ahead of his opponent.) At the end, whoever has the most points wins, as he got through the obstacles faster (by rolling higher on them.) [Or instead of awarding a point for getting the higher roll, award a point for every 5 points on the ability/skill check the racer gets. Either way, the one who got the most successes/better successes wins.]

And the point method could work for a straight up race as well. Make multiple checks for the race, and whoever wins the most checks wins the race. That way, the result isn't dependent on a single die roll. If more than two racers, instead of opposed checks, make it a DC 10 ability check. Every 5 points you beat the DC by gets you 1 point. Simply meeting the DC is 0 points, and failing the check looses a point. Could also make it so that if the racer rolls really bad, he looses 2 (or more points), representing him stumbling or something - or also require a balance check, success means he stays on his feet and looses 1 point, failure he falls and looses 2 points.
 
The 3.5 DMG suggests using DEX for sprints (races that last more than two rounds, though) and CON for long distance marathons.

There are many sources that refer to STR in these situations that I've come accross.

And, on another forum, there was put forth a neat idea of using Initiative.

What I'm thinking is this:

Use Initiative for very short (less than two rounds) dashes.

Use DEX for sprints (that last more than two rounds).

Use CON for long distance runs.

Use STR when terrain is a big factor (such as with uneven, hilly terrain).



Thoughts?
 
Funny this should come up now. I just purchased/printed Hot Pursuit and Hot Pursuit: On Foot. It seems like a pretty neat little system that adds chase maneuvers for pursuits, be it mounted or on foot. With this, it seems like you can easily replicate your barbarian running from the angry guard, climbing on top of buildings, leaping from rooftop to rooftop, while performing different maneuvers in an attempt to shake his pursuers.
 
Mach5RR said:
Funny this should come up now. I just purchased/printed Hot Pursuit and Hot Pursuit: On Foot. It seems like a pretty neat little system that adds chase maneuvers for pursuits, be it mounted or on foot. With this, it seems like you can easily replicate your barbarian running from the angry guard, climbing on top of buildings, leaping from rooftop to rooftop, while performing different maneuvers in an attempt to shake his pursuers.

Yes, I purchased Hot Pursuit, too. I think it's a good purchase. It's a good set of rules that I will use in my game.

On Foot suggests using STR for the Close/Lengthen maneuver, but I think there are strong arguments for using a different base stat (as I detail above).
 
Simple fix for this: add up each persons STR, Dex and CON. Why DEX? well it is useful to not trip over yourself or on a cobblestone. Roll a D20 for each cat, and go from there.

For a sprint you may want to add STR, Dex, and STR again.
For a obstacle course you may want Dex + Conx2
For an endurance race you may want 1/2 Str +1/2 Dex, +Con.

I like the concept of Dex and Con being tossed in there because being strong and clumsy may not be a good thing if you trip on your own feet, and no matter how strong and nimble you are if you are roided out and smoke a lot of pipe-weed, you should not be able to go to far.
 
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