Foot Chases

By Blackbird888, in Star Wars: Edge of the Empire RPG

So the chase rules exist, but who's adapted them for foot chases?

There's no adapting, the rules say to use Coordination.

Can I get a page ref for that?

EoE CRB p. 241 Chase rules graybox.

"Finally, it's important to note that these rules can also be used to play out a foot chase,"

I must've read Coordination as a suggestion is a dev answer or something, book says Athletics. I think Coordination was suggested as an alternative for something like a crowded bazaar ala Raiders of the Lost Ark type scene.

Edited by 2P51

Athletics is stamina and raw speed, coordination is for moving swiftly in narrow/crowded spaces and falling locomotion. I would use both checks interchangeably during a foot chase depending on what the situation was.

I use a lot of checks in a chase. The "go to" skill is Athletics, but Coordination and Resilience (for a long chase) definitely have their places. I also like to mix things up and throw in social checks, "hey kid, here's 20 credits, point the bad man in the other direction willya?" or "hey kid, where did they go? Don't lie, I'm a police officer and I can always tell..."

Shoot their kneecaps.... then there's no need for foot chases :lol:

Picking up on this, how do people tend to run the relevant checks for foot chases.

In a Space chase, the pilot can make the Piloting checks and that gives the party and advantage (or not), assuming the PCs are all in the same ship. But in a foot chase, if each PC makes a separate Athletics check, some might succeed and some might fail. Do people have any difficulty working out where all their PCs are in relation to their pursuer/quarry, or in relation to specific obstacles along the way?

I would possibly also run pilot (planetary, though space may be used occasionally.) if one person/group make it to a speeder or something similar. Sometimes, especially in built up areas it's possible to continue the chase despite gaining transport, though I would probably assign a hard turn limit at this point (e.g. if you don't get engaged soon, he will be able to go).

Multiple people is easy, the best thing to do is draw a line, at one end is the "runner" or target, or if targets it's simply one furthest away, the other end is the "lost" point, where any PC's or NPC's that fall beyond that threshold lose track of the chase.

I use a lot of checks in a chase. The "go to" skill is Athletics, but Coordination and Resilience (for a long chase) definitely have their places. I also like to mix things up and throw in social checks, "hey kid, here's 20 credits, point the bad man in the other direction willya?" or "hey kid, where did they go? Don't lie, I'm a police officer and I can always tell..."

Ditto. Had a foot chase and used Streetwise checks - partly for the social aspect as suggested above, but also the character being chased grew up on those streets so I also used it for 'area knowledge' to allow the chased to use all those hidden away little back alleys which the pursuers did not know about... (they had to use Cunning only).