-Nate
Interlude 44: The Chase
3
Two previous
interludes, “The Chase” and its sequel, have presented ideas for
adding exciting to scenes invovling pursuit. The first of these
focussed on foot chases in an urban area, while the second dealt with
large-scale pursuit in the wilderness. This interlude suggests some
rules and developments for resolving a chase on horseback in an urban
setting, perhaps during a visit to London or some other major city.
Base Mechanic
It's
a quirk of the D20 System movement rules that, technically speaking,
unless they find a way to change their movement speed, characters
with the same speed cannot gain or lose ground to each other; in the
same way, a character with a lower speed cannot outrun a character
with a higher one. While the system works well for combat in
relatively small spaces, it is not so effective for conducting
chases. Presented here, therefore, is a method for resolving chases
on horseback that does allow the participants to gain or lose ground.
Each
round, the characters who are involved should make Ride or Profession
(teamster) checks to control their horses. The character with the
higher result gains a length, while the character with the lower
result loses a length. If the result is a tie, neither character
gains or loses ground. In game terms, a "length" is twenty
feet of distance for determining weapon range and the like. The GM
should determine the lengths of seperation at the start of the chase,
and perhaps also determine an amount of separation that triggers the
end of the pursuit. For example, if one horse can reach one hundred
feet (five lengths) away from the other, the rider can turn down an
alleyway and lose a pursuer.
Note that, if the mounts involved have different speeds, the one with the higher movement grants a circumstance bonus of +2 to its rider for each five feet that its speed is higher than a pursuers.
Obstacles
The
streets of a city can be crowded, of course, and provide a good way
to spice up a chase scene. Consider including some of the following
developments.
Other
traffic, if it is moving, forces opposed DC 15 checks; those who fail
lose a length to their pursuers or quarry. Failure by five or more
causes the character to lose two lengths. If the other traffic should
be stopped for some reason, the DC of the check increases to 25.
There
is always the possibility that a crowd has gathered in the way of the
riders. This can be treated in the same way as traffic, with a DC 15
for a normal crowd, such as in a marketplace, and a DC 25 for a heavy
one, such as the people gathered to watch a hanging. Additionally, a
character who succeeds at a DC 20 Intimidate check can coerce the
crowd into scrambling out of the way, thereby eliminating the
obstacle.
A
common event in movies is that a child wanders into the street. Here
the DC for avoiding it is only 10, but failure causes a collision,
inflicting 2d6 damage to the unfortunate waif. Villains can always
choose not to avoid the kid, of course. The same is the case if two
workers carrying something large--such as a painting or a
mirror--cross the riders' paths, although the DC for avoiding them
increases to 20.
A
fountain or similar obstacle provides another chance for characters
to display their daring. In this case, a DC 20 Ride check allows a
character to steer a horse up and over it, rather than going around
it, thereby gaining a length. Failure means that a character doesn't
gain a length, and failure by five or more causes a character to lose
a length.
Involving Other Characters
Those
characters not directly involved in controlling a horse or steering a
wagon or carriage can become involved in other ways. For one thing,
those who succeed in a DC 15 Knowledge (local) check could think of
shortcuts to a given destination, or perhaps recognize chances to
steer the chase toward particular obstacles. In a similar way, they
might be able to create obstacles for pursuers, such as by throwing a
pouch of coins into the road to draw a crowd, loosing a cartload of
barrels to create an obstacle and the like. This is a good
opportunity for the players to use their creativity, as adjudicated
by the GM.
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