Continuing my
exposition on table procedures for common exploration feats & rules, which
began here with
part one.
Introduction
Now for chases, prelude or blood-pumping alternative to fighting. The DMG offers a
couple of example tables for chases. It so happens that the system’s both
mechanically lackluster and a gaping sinkhole of prep, so no. What I need is a
good universal mechanic, I’ll worry with a chase’s particulars pending its
context.
I found it
interesting (and problematic) how the system forced me to separately account
for both the distinct stat of movement speed and sometimes-contrasting ability
scores, namely Dexterity, ultimately leading me to decide to integrate both
stats under a single mechanic.
The Crunchy
Bits
Step zero is determining
if a chase is actually what is going to take place and not a turtle and hare
situation. Vastly differing speeds can be flatly denied the chance: there’s
just no way you’re escaping on foot from a flying monstrosity on an exposed
tract of moorland, but if what’s at stake is seeing if you can just reach that
tree line over there in time…
As well it is
important to establish both a beginning and an end condition to a chase,
impeding iterative and redundant chase behaviour from PC and NPC alike and
ushering a resolution.
Breaking Away
from Melee
Discounting
special circumstances, a character that attempts to break away will be exposed
to a round of opportunity attacks to the rear (read: with Advantage)
from the opposition on the round he decides to turn tail and go seek the better
part of valour.
- While
Disengaging and Moving are good enough for a fighting retreat, a proper escape
requires a Dash and can’t be initiated if a character is hit by a melee attack,
opportunity or otherwise, unless he passes a [Dexterity Save (DC =
higher of 10 or Damage Taken)].
- Likewise, if struck by a missile weapon during a chase, a character must make a [Constitution Save (DC = higher
of 10 or Damage Taken)] or lose half his progress for the round.
- If the
attempt to break away is successful, the character will now be running away, a first roll
dictating the starting distance away from the opposition who may then attempt
pursuit, turning the situation into a chase.
The Thrill of
the Chase
1. Define
the type of chase – the key to the nature of a chase is its context and from
there to one of the three physical stats, naturally aided by training in
athletics:
- Short,
sudden burst-speed chases in crowded and obstacle-rich contexts, such as in an
urban environment rely on Dexterity. Mid-distance, even-grounded
athletic chases, free of obstacles, are a contest of Strength, both
are measured in feet and take at most a couple of in-game minutes to resolve.
- Protracted chases
such as made overland by parties spread far apart but within visual contact or
being followed through tracking end up subsuming the above considerations of
who moves slightly faster than whom and resolve into a slog, represented best
by Constitution as what counts in the end is the
stamina to endure the chase and distance is gained or lost by how much time is
spent recovering and catching breath and not so much on how hard a party pushes
itself at a given moment.
The shorter
chases, being quick to decide, won’t usually offer a great deal of options. If
within a dungeon or other constrained environment, I’ll describe everything
only in the broadest strokes and try to keep in mind that space is usually very
limited and time is of the essence. Protracted instances on the other hand can
be much more rich and fluid in terms of choice, as this kind of chase tipically
lasts from several minutes to hours (even days, depending on how open the
terrain happens to be and how easy to track the quarry is) and the progress
will be measured accordingly (Hundreds of meters and Kms or yards and miles for
imperial scum).
2. Adjudicate
how far apart the two entities begin. This will be a dynamic total, adjusted as
the chase unfolds and distance is gained or lost. If the distance between
participants was not set in stone prior to the chase’s commencement, it will be
now.
Keeping
unified track of everyone will require a dice array or a diagram on a sheet of
graph paper, it being important to emphasize both the evolving distance between
the two parties and how much ground the chase itself covers.
I’ll default to applying the “each square = 5 feet” scale, as
yet unsure if it’ll hold properly to ensure the desired effect.
3. Roll as needed
until resolution is reached:
Short Chases
- Extended
check of [Movement Speed + Rolled Dexterity/Strength (+
Athletics proficiency die)], contested by the opposition.
- A character
who doesn’t devote his full concentration to running, with the player
dithering, asking questions or taking some other action will lose half his
movement for the round.
- Fumbling
means the character was faced with a context-appropriate obstacle and must roll
to save or lose his round of movement.
Each
character’s movement in a round is thus a number of feet resulting from the
summed total of the character’s speed with the rolled attribute, modified by
the proficiency die if trained in athletics. I choose to use the proficiency
die here to lend a bit more weight to athletics training than just the flat
“+2”, which would otherwise be of too little consequence in a typical 40’+
total.
Protracted
Chases
Accounting for
scale and the fact that a group moves roughly at the speed of its slowest
element, differences in movement speed between parties will get shrunk into
irrelevance unless they’re noticeable (difference in speed of 10’+) and shared
by all the members of a group, in which case an adjunct roll
of d4 to d8 can be added to the main check. Overland progress will depend on
how close the chase is taking place with the time-compression deriving from
that, which can range from something like “furlongs of progress/hourly roll” to
“miles of progress/daily roll”.
- Extended and
contested single group roll of [Constitution] as
the party is being pursued for hours over a long distance with visual contact
(possible on a desert or mountainside chase) or tracked over several days
through the snow.
- A unified
group roll is a single d20 roll made with the worst modifier available in the
party, this roll does not count as being made by any particular character and
is not subject to effects that do not extend to the whole of the party.
Harsh? Yes, a
bit. But I prefer fresh-faced harshness to the illogical incoherence (not to
mention statistical trap) of collective rolls as prescribed by the PHB, that
reads that “the stronger characters help cover for the weaker ones” in some way
that until today utterly escapes my reckoning.
Mounted Chases
and others
Mounted or
vehicle chases will use the mount's Speed but rely on the rider's Dexterity,
with the roll's total capped by the mount's own Dexterity or Strength if we're talking a ponderous type of beast.
Climbing,
Swimming or Rowing chases will be the province of Strength.
Even erring on
the side of generosity with the game’s assumption of average competence level
for all characters (i.e. all characters are old-school fighters and then have
some additional capabilities slapped on top), more specialized means of
transportation will forcibly require training in the relevant skill (Athletics
or Animal Handling) or some other background-specific means of determining
aptitude at a given challenge or the roll be made at Disadvantage.
Escape…
For short
chases, upon fulfilling one of these conditions, the fleeing party will have
escaped:
- Reaching a
predetermined distance to shelter.
- Putting such
a distance from pursuers as to be able to effortlessly hide, this distance
varying in an inverse proportion to the amount of sight-obscuring features:
- City,
heavily wooded tract: twice the pursuers’ running
distance
- Town, mildly
wooded grounds: three times the pursuers’ running distance
- Hills, light
woods, rocky outcrops: five times the pursuers’ running distance
The examples
above rely on heavy abstraction, being subject to be superseded in play by a
better defined lay of the land. A typical example being the dungeon, a place
concrete to the point of being mapable and where thorough searches are much
more likely to occur and be successful, no matter the distance.
- Attempting
to hide even if not conforming to anything approaching the above might still be
possible, but it will require rolls.
- The
pursuers, if unintelligent, becoming distracted or disinterested. For this I
thank 5th edition’s exhaustive stat-blocking, for it will be decided by a
Wisdom check.
- The pursuers
becoming discouraged by a difficult to traverse hazard (again, WIS or relevant
check, no DM fiat).
- The pursuers
becoming tired of the chase. Here’s a placeholder for the link to where I’ll
dwell further on this.
Long chases
will by necessity have to be treated in a more case-specific fashion, though
tiredness will always definitely apply.
On short
chases, a party on the run will naturally get spread apart due to the differing
movement and progress rates, the distance between parties being measured from
the front chaser to the tailing element of the quarry.
If dealing
with groups of characters, the unified party roll represents the fastest of the
chasers and the slowest element of the quarry, depending on the roller’s role
in the chase, the remaining individuals of each group, if any, being presumed
to be in close proximity.
I’m thinking,
if a group expresses the desire to, it could ponder cutting loose a lead-footed
element, the party choosing to abandon the man who drags his feet to his luck
rather than face the consequences, making for some good drama if we’re talking
henchmen or – Gods forbid – PCs. This would net the party a
better modifier, signifying the party’s timely letting go of someone who is struggling to keep up or unable to continue altogether and is dragging the group down.
What this (or
these) disavowed element might then do is up for guessing. Attempt a splinter
chase, try to hide or even stage a noble time-buying sacrifice, all are within
the realm of possibility. I get that this is controversial and not something
that I’d enforce or encourage, just entertaining the thought.
Hello,
ResponderEliminarI just finished reading all your posts and I like what you did here a lot !
Have you experience with D&D 3.5 ? By what you wrote, v5 seems more manageable, in regards to DCs and general progression.
Next post, quick ! ^^
"Next post, quick!" indeed, my squeaky wheel.
ResponderEliminarJust your snowflake of a luck, I had the next one waiting in the wings for any such requests!
...Nah, I kid, I'm pushing these bales of hay out the door soons'as they done. Like rolling T-34s out of a frontline assembly onto the cobbles.
I've never played 3.5, my only contact with it is from reading The Alexandrian extensively, Ptolus posts of actual play and all.
5th edition's modular design has been of use to me, I especially like how the level-to-DC-treadmill seems to be mitigated, but I lack actual experience to swear upon it.
Hello !
ResponderEliminarThe next one is a fine read too; your points on rolling differently were something that gave food for thoughts, i'll have to use it in my next games.
Concerning 5e vs 3e, yeah, I can confirm that your DCs look damn well mitigated ! Maybe I'll try this D&D someday (or something close).
Anyway, thanks for your work.