Re: Tips on vehicle chases and combat
Posted: Fri Nov 07, 2008 3:51 am
I play a lot of HU and so this comes up a fair bit. I've borrowed from other sources and come up with a simple, very abstract, chase section.
Firstly, it's presumed that the chase is equitable. two people on foot. Good. One car chasing another. good. a man trying to catch a car....not so good (but then again, it'a all in the details). also, it has to be a chase, not a race. two cars on a flat road aren't chasing each other, they are trying to just outspeed each other. it's when two helicopters are pursuing a flying character while he winds through buildings is when you can call it a chase.
1) every round make a check for danger. How often there is danger is a situational thing, but as a rule of thumb, I rule that there is some sort of dangerous obstacle, 10% per round undernormal chase conditions, 20% per round in moderatly crowded conditions and 30% per round in very crowded conditions. If a dangerous obstacle is present, make both parties make a check of some kind (drive automobile, or dodge check) with a penalty depending on severity.
2) Check leads. I tend to make any official chase about how many lengths target and character are far apart. 10 feet on foot, 25 feet in most ground vehicles is a general rule. I then keep track on ho much the pursued has on the pursuer.
3) moves: Obviously each party has a plan for pursuit and evasion, and this is a round by round idea. each party decides on a strategy and states it. then I make both parties make a check and compare them to each other. both strategies get resolved, and more importantly, each startegy changes the lead. (typically, if you defeat your opponent, the lead decreases or increases by one) Exactly what pursuer and pursued want to do is adjucated pretty much on the spot. If bruno is running from the cops, he may wish to evade by Losing them in a crowd (perception check..only good if they are 100 or more feet away) or by zig zagging through winding alleys (d20 add PP, compare to the cops D20+IQ). the cops may want to speed up (D20+Spd vs D20+Spd) or by trying to shortcut ahead of him (IQ Vs IQ).
at any rate, it all ends when the lead gets to 0 or when the lead stertches too far for pursuit (GM's call. If the lead reached 200, then that's 2000 feet. in a crowded inner city, that's probably too far to follow someone effectively)
Obviously it's just a little mechanic to keep things flexible and to make a chase scene seem dramatic.
Batts
Firstly, it's presumed that the chase is equitable. two people on foot. Good. One car chasing another. good. a man trying to catch a car....not so good (but then again, it'a all in the details). also, it has to be a chase, not a race. two cars on a flat road aren't chasing each other, they are trying to just outspeed each other. it's when two helicopters are pursuing a flying character while he winds through buildings is when you can call it a chase.
1) every round make a check for danger. How often there is danger is a situational thing, but as a rule of thumb, I rule that there is some sort of dangerous obstacle, 10% per round undernormal chase conditions, 20% per round in moderatly crowded conditions and 30% per round in very crowded conditions. If a dangerous obstacle is present, make both parties make a check of some kind (drive automobile, or dodge check) with a penalty depending on severity.
2) Check leads. I tend to make any official chase about how many lengths target and character are far apart. 10 feet on foot, 25 feet in most ground vehicles is a general rule. I then keep track on ho much the pursued has on the pursuer.
3) moves: Obviously each party has a plan for pursuit and evasion, and this is a round by round idea. each party decides on a strategy and states it. then I make both parties make a check and compare them to each other. both strategies get resolved, and more importantly, each startegy changes the lead. (typically, if you defeat your opponent, the lead decreases or increases by one) Exactly what pursuer and pursued want to do is adjucated pretty much on the spot. If bruno is running from the cops, he may wish to evade by Losing them in a crowd (perception check..only good if they are 100 or more feet away) or by zig zagging through winding alleys (d20 add PP, compare to the cops D20+IQ). the cops may want to speed up (D20+Spd vs D20+Spd) or by trying to shortcut ahead of him (IQ Vs IQ).
at any rate, it all ends when the lead gets to 0 or when the lead stertches too far for pursuit (GM's call. If the lead reached 200, then that's 2000 feet. in a crowded inner city, that's probably too far to follow someone effectively)
Obviously it's just a little mechanic to keep things flexible and to make a chase scene seem dramatic.
Batts