Supplement Four
Mongoose
I've been wanting some easy-to-use-and-remember foot chase rules for my game. I still can't get through the Hot Pursuit/Hot Pursuit On Foot rules--those are too detailed and crunchy for my tastes. I just want some quick-n-easy chase rules that make sense. I've looked at the Pathfinder Chase Rules, and, again, I think them too fussy. I've seen some other rules, here and there, but nothing has yet to catch my fancy. I've also written a few other sets of Chase Rules myself, but, as you can see here, I'm still tinkering, trying to find that sweet spot House Rule that I want to keep.
Here's what I'm thinking: Using simple Opposed Throws.
Ideas and Reasoning to follow.
Opposed DEX: Some people are quick out of the box but don't have the strength to keep the advantage of the lead they've obtained. Sprinters have high DEX scores, and the 100 Yard Dash (300 feet) can be completed by a Speed 30 character in under three rounds (12-18 seconds), which is about right given that World Record holders have times in the 9-10 second range (World Record holders will have the Run Feat, or the Fleet-Footed Feat, in order to complete the 100 Yard Dash in 2 rounds).
Therefore, the first 3 rounds* of a foot chase consists of Opposed DEX throws. Everybody in the race throws a simple DEX check. The character with the highest toss moves his Speed. The character with the second highest throw moves his Speed minus 1 foot. The third highest score moves that character his Speed minus 2 feet, and so on.
*You might want to make this 4 rounds, depending on the weight you put on Sprinting vs. the energy needed for Long Distance Running.
This continues for 3 rounds. Barring an accident or some hindrance to movement, a character will never move less than his Speed minus 5 feet.
For Example...
A Thief is seen rummaging through the PC's pack by two PCs and six NPC guards. The Thief bolts, and the rest run after him. A chase has begun. Your chases probably won't have this many participants. I used this many to explain the aspects of these rules.
Thief: DEX 12 (+1), Speed 30, Running. Throw is 18. 2nd and Moves 119 feet.
PC 1: DEX 12 (+1), Speed 30, Running. Throw is 17. 3rd and Moves 118 feet.
PC 2: DEX 16 (+3), Speed 30, Running. Throw is 9. 5th and Moves 116 feet.
NPC 1: DEX 9 (-1), Speed 30, Running. Throw is 14. 4th and Moves 117 feet.
NPC 2: DEX 17 (+3), Speed 20, Running. Throw is 17. 3rd and Moves 78 feet.
NPC 3: DEX 11 (+0), Speed 25, Running. Throw is 20. 1st and Moves 100 feet.
NPC 4: DEX 12 (+1), Speed 30, Running. Throw is 8. 6th and Moves 125 feet.
NPC 5: DEX 12 (+1), Speed 25, Running. Throw is 5. 7th and Moves 95 feet.
NPC 6: DEX 12 (+1), Speed 20, Running. Throw is 3. 8th and Moves 75 feet.
So...who won the toss? That would be NPC 3. So, he moves his full Speed. The second highest toss was the Thief, so he moves his full movement minus 1 foot. We've got a tie for third place, so both move their full movement minus 2 feet. Note that NPCs 5 and 6 rolled the worst, but their movement penalties are capped at minus 5.
If keeping track of the chase on a standard grid, don't move a character less than his full movement unless the total is 5 feet or more. Thus, in this example chase, all characters will move into their full movement squares except NPC's 4, 5, and 6 (because their movement was hindered a full five feet and thus lose one five foot square on the grid).
Also remember that, under the game's rules, running characters can only move in a straight line. The Hustle movement mode must be used if a character needs to navigate around obstacles during his move.
Use a six sided die to keep track of lost movement as the rounds pass by. Just have the player put the die out in front of him (The GM, of course, can do the same for NPCs). For example, NPC 3 will have no die at this point because the character hasn't lost any feet to his movement rate. The Thief will have the 1 showing on his die. NPC 2 will have a 2 showing on his die. PC 2 will have a 4 showing on his die, and so forth.
Once the die timer reaches 5, the PC will be held back an additional square that round (for a maximum of 2 squares, or 10 feet, in one round, if the character also is in 6th place or worse in the round's Opposed DEX toss).
For example, PC 1 now has a 2 on his d6 timer. If, next round, the character comes in 9th place on round two, his d6 timer will be kept at 2, but the character will move one square less than maximum. Think of it this way: When the timer gets to 5, the character is held back 5 feet from his maxium move. The timer for this character was 2, and on the second round, he suffered another 5 feet, for a total of 7 feet. The character was held back 1 square, erasing 5 points and leaving 2 on the timer. It's not as complicated as I'm making it sound (I fear).
Remember that starting positions determine the distance between characters when a chase begins. For example, when this chase starts, the Thief could be 30 feet from PC 1 and 60 feet from PC 2 with NPCs 1 and 2 at 100 feet, NPCs 3-5 at 120 feet, and NPC 6 at 210 feet.
If this is the case, only PC 1 has any real chance of catching the Thief, and even then, it's going to take a lot of game rounds to close that 30 foot gap (which can be done more easily than it may seem if the Thief slows his movement mode or fails at an obstacle). If the starting positions I've laid out here are true, then the chase will quickly have particpants drop out, leaving only two or a few.
What if you're not using a grid? Then forget about the d6 timer. Simply figure distance between the chasers and the object of their chase.
For example, this chase starts with the Thief 30 feet from PC 1. On Chase Round 1, the Thief moves 119 feet, while PC 1 moves 118 feet. It's easy to see that the Thief gained a foot on his pursuer. So, at the end of Chase Round 1, the distance between the two characters is 31 feet.
That's what you keep track of each round. Just write it down on a pad and keep it handy to color your descriptions of the chase. For example, as this chase starts, you could say, "You see a man rummaging through your pack. At your approach, he jerks his head up to look at you and bolts." Once the player says that he'll give chase, you say, "30 feet separates you. Roll your DEX! He gained a foot on you this round. Now, separation is 31 feet. Next round."
Keep it simple and easy.
(These Rules Continued)
Here's what I'm thinking: Using simple Opposed Throws.
Ideas and Reasoning to follow.
Opposed DEX: Some people are quick out of the box but don't have the strength to keep the advantage of the lead they've obtained. Sprinters have high DEX scores, and the 100 Yard Dash (300 feet) can be completed by a Speed 30 character in under three rounds (12-18 seconds), which is about right given that World Record holders have times in the 9-10 second range (World Record holders will have the Run Feat, or the Fleet-Footed Feat, in order to complete the 100 Yard Dash in 2 rounds).
Therefore, the first 3 rounds* of a foot chase consists of Opposed DEX throws. Everybody in the race throws a simple DEX check. The character with the highest toss moves his Speed. The character with the second highest throw moves his Speed minus 1 foot. The third highest score moves that character his Speed minus 2 feet, and so on.
*You might want to make this 4 rounds, depending on the weight you put on Sprinting vs. the energy needed for Long Distance Running.
This continues for 3 rounds. Barring an accident or some hindrance to movement, a character will never move less than his Speed minus 5 feet.
For Example...
A Thief is seen rummaging through the PC's pack by two PCs and six NPC guards. The Thief bolts, and the rest run after him. A chase has begun. Your chases probably won't have this many participants. I used this many to explain the aspects of these rules.
Thief: DEX 12 (+1), Speed 30, Running. Throw is 18. 2nd and Moves 119 feet.
PC 1: DEX 12 (+1), Speed 30, Running. Throw is 17. 3rd and Moves 118 feet.
PC 2: DEX 16 (+3), Speed 30, Running. Throw is 9. 5th and Moves 116 feet.
NPC 1: DEX 9 (-1), Speed 30, Running. Throw is 14. 4th and Moves 117 feet.
NPC 2: DEX 17 (+3), Speed 20, Running. Throw is 17. 3rd and Moves 78 feet.
NPC 3: DEX 11 (+0), Speed 25, Running. Throw is 20. 1st and Moves 100 feet.
NPC 4: DEX 12 (+1), Speed 30, Running. Throw is 8. 6th and Moves 125 feet.
NPC 5: DEX 12 (+1), Speed 25, Running. Throw is 5. 7th and Moves 95 feet.
NPC 6: DEX 12 (+1), Speed 20, Running. Throw is 3. 8th and Moves 75 feet.
So...who won the toss? That would be NPC 3. So, he moves his full Speed. The second highest toss was the Thief, so he moves his full movement minus 1 foot. We've got a tie for third place, so both move their full movement minus 2 feet. Note that NPCs 5 and 6 rolled the worst, but their movement penalties are capped at minus 5.
If keeping track of the chase on a standard grid, don't move a character less than his full movement unless the total is 5 feet or more. Thus, in this example chase, all characters will move into their full movement squares except NPC's 4, 5, and 6 (because their movement was hindered a full five feet and thus lose one five foot square on the grid).
Also remember that, under the game's rules, running characters can only move in a straight line. The Hustle movement mode must be used if a character needs to navigate around obstacles during his move.
Use a six sided die to keep track of lost movement as the rounds pass by. Just have the player put the die out in front of him (The GM, of course, can do the same for NPCs). For example, NPC 3 will have no die at this point because the character hasn't lost any feet to his movement rate. The Thief will have the 1 showing on his die. NPC 2 will have a 2 showing on his die. PC 2 will have a 4 showing on his die, and so forth.
Once the die timer reaches 5, the PC will be held back an additional square that round (for a maximum of 2 squares, or 10 feet, in one round, if the character also is in 6th place or worse in the round's Opposed DEX toss).
For example, PC 1 now has a 2 on his d6 timer. If, next round, the character comes in 9th place on round two, his d6 timer will be kept at 2, but the character will move one square less than maximum. Think of it this way: When the timer gets to 5, the character is held back 5 feet from his maxium move. The timer for this character was 2, and on the second round, he suffered another 5 feet, for a total of 7 feet. The character was held back 1 square, erasing 5 points and leaving 2 on the timer. It's not as complicated as I'm making it sound (I fear).
Remember that starting positions determine the distance between characters when a chase begins. For example, when this chase starts, the Thief could be 30 feet from PC 1 and 60 feet from PC 2 with NPCs 1 and 2 at 100 feet, NPCs 3-5 at 120 feet, and NPC 6 at 210 feet.
If this is the case, only PC 1 has any real chance of catching the Thief, and even then, it's going to take a lot of game rounds to close that 30 foot gap (which can be done more easily than it may seem if the Thief slows his movement mode or fails at an obstacle). If the starting positions I've laid out here are true, then the chase will quickly have particpants drop out, leaving only two or a few.
What if you're not using a grid? Then forget about the d6 timer. Simply figure distance between the chasers and the object of their chase.
For example, this chase starts with the Thief 30 feet from PC 1. On Chase Round 1, the Thief moves 119 feet, while PC 1 moves 118 feet. It's easy to see that the Thief gained a foot on his pursuer. So, at the end of Chase Round 1, the distance between the two characters is 31 feet.
That's what you keep track of each round. Just write it down on a pad and keep it handy to color your descriptions of the chase. For example, as this chase starts, you could say, "You see a man rummaging through your pack. At your approach, he jerks his head up to look at you and bolts." Once the player says that he'll give chase, you say, "30 feet separates you. Roll your DEX! He gained a foot on you this round. Now, separation is 31 feet. Next round."
Keep it simple and easy.
(These Rules Continued)