CHASES
Night's Black Agents
James Bond 007
Call Of Cthulu 7e
Feng Shui: Golden Comeback
GURPS 4e: Action2 - Exploits
Savage Worlds Adventure Edition
Savage Worlds Adventure Edition
Savage Worlds
Pathfinder
Low Fantasy Gaming
Spellbound Kingdoms
FIVE TORCHES DEEP
The party can chase fleeing enemies by
making a check.
Terrain
|
Attribute Modifier
|
Flat
|
STR
|
Uneven
|
DEX
|
DC = 11 +- 1 per 5' diff of base 30'
The DC is lessened if the
pursuers are trying to get into bow range.
The PCs roll at disadvantage if the quarry is
able to easily break line of sight (such as in
darkness, dense foliage, or twisting halls).
They roll at advantage if they have a better
position (such as surrounding the enemy).
The quarry can try to stall their pursuer -
which might affect the DC - by throwing
caltrops, impediments, false trails, or bait.
Overland chases over the course of hours or
days can be handled the same way, but use
CON if endurance is more important than
short bursts of speed. Attempting to outmaneuver an enemy force might instead use
the commander’s CHA or NPCs’ morale.
The process is reversed if the party is trying
to flee. The players still roll, only to escape