Tuesday, December 11, 2018

Updated Chase Rules (Fantasy Hack and Dark•Heritage 2.1) BETA

I'm a little concerned, especially as I've now got the monster list in two places, that I don't want to rewrite both of them with a new stat for each monster, and then make sure that I've replicated the entire list properly between the two games (I'm actually pretty sure that a handful of monsters aren't on both lists for various reasons, so I'd have to go through them line item by line item to figure out which.)  Plus, I don't really want to add a new stat.  I may end up going that way before I'm done, but I want this to first be a modular add-on that doesn't require any actual changes to the rules as written before it gets integrated into the main rules.  Future state probably has it integrated in, however.

Chase rules in my m20 games are pretty straightforward... an "action scene" normally means combat, but if one party elects to try to run away, he makes a Athletics + DEX check vs his opponent, and if he wins, he gets to run without taking a hit (if he loses, he still runs, but the opponent gets a free attack on him first.  Then, each round of chasing, they continue to make opposed Athletics + DEX checks.  In most situations, if one of the two wins the check by 10 or more, then he has won the chase; i.e., if he's the one running away, he manages to get away (unless circumstances preclude this, i.e., a chase across a featureless open prairie, or something; if the one chasing wins, the scene becomes a combat scene again, and the guy running will have to attempt to run away all over again.)  Either way, five rounds into this type of scene, you start to have to make DC 15 Athletics + DEX checks to avoid becoming fatigues at having a negative modifier (-5 to the chase; -2 to any subsequent combat, until the action scene is over and it resets.)

You can use the GM Ruling system to come up with modifiers based on player actions, i.e. trying to jump over something, knock over obstacles, etc. to hinder pursuit, or whatever.  And the rules refer to a flat +10 bonus to any participant in a chase that is mounted.  But this defaults to being mounted on a horse; not all animals would be equally fast.  And besides, mounted opponents might want to chase other monsters, or be chased by them.  See the terror bird entry earlier today, for example; they can chase you across the savanna, and they can even be mounts, sometimes.

So how do I see this playing out?  Monsters don't even have an Athletics score, because monsters don't have skill scores (the idea is that GMs, if they need one, can whip one up on the fly.  I have a few options:
  1. Give all monsters skill scores.  Faster monsters can be assumed to have a high Athletics score.
  2. Change the chase rules to have a Speed score or speed factor rather than an Athletics + DEX check.  
  3. Give each monster a generic speed rating, which creates a bonus or penalty to chase results.  This is similar to the horse +10 mentioned in the basic rules, but it would be a bit more nuances; horses might have different ratings, and other animals might have additional modifiers.  I'd probably go with broad categories rather than discrete numbers; something like:
    1. Very slow: penalty of -5 to -10 Anything slower than this automatically loses chase checks
    2. Slow: penalty of -2 to -4
    3. Average: no penalty, but for a bit of minor variation, I suppose you could give them a range of -1 to +1.
    4. Fast: +2 to +4
    5. Very fast: +5 to +10
    6. Extremely fast: Anything over +10
I probably like the last option best, and it's also easiest to implement without changing the way the game works too much.  GMs would still have to assign a speed to any monster, but I'd eventually update the file to include a chase modifier for all of them, because honestly, I probably should have from the get-go.  But with those categories, you'd have a benchmark to use when assigning chase scores.

This also works well for difficult assessments.  Is a bear a fast animal, for instance?  The general consensus is that no, not really, but it can rush pretty darn fast over a short space.  If you confronted a grizzly in the wild and tried to run away from it, it would probably have a hefty bonus to the chase check result for the first few rounds, but if it didn't catch you in 3-4 rounds, it would quit and let you just go.  Well, this way I don't have to try and portray that in the monster profile; the GM just rules it as such.

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