The rules for a chase

By damnkid3, in Star Wars: Edge of the Empire RPG

After listening to the Order 66 podcast where they covered the chase rules (episode 99), I decided to try them in my game. When using the rules the chase seemed to run long due to both sided ending with 0 successes, so they kept pace with each other. The dice pools used we 2Y1G, versus and average of 2R1P, sue to their speed. I ran a 2nd chase and had similar result low success rate, this chase ended due to vechile damage instead of the chase rolls.

Is this common during chases to not gain much ground? If so has anyone made house rules to help with the chase.

Thanks for any suggestions!

Han didn't get away in ESB, he his twice.

Those sound like beginner characters with no ranks of Shortcut I'd imagine. I assume with no successes there were some Advantages, maybe suggest they aren't gaining ground but they do see an opportunity to hide somewhere.

don't forget a liberal sprinkling of setback and advantage dice... even if they don't get enough successes to gain much ground, they may get enough advantage to get a blue die on their next roll... or pass a black to their opponents... do that a time or two, and things will start to add up.

4 hours ago, damnkid3 said:

The dice pools used we 2Y1G, versus and average of 2R1P

Just keep in mind that when the negative dice have the same size pool as the positive dice, the odds are < 50% for success, because you need a net of +1 successes. Positive dice need to outnumber the negative by at least 1 before the odds of success are over 50%. So your result isn't surprising. If the stakes aren't too high with the chase, consider scaling the negative dice downward, no matter what the chart says.

On 11/3/2017 at 12:29 AM, whafrog said:

Just keep in mind that when the negative dice have the same size pool as the positive dice, the odds are < 50% for success, because you need a net of +1 successes. Positive dice need to outnumber the negative by at least 1 before the odds of success are over 50%. So your result isn't surprising. If the stakes aren't too high with the chase, consider scaling the negative dice downward, no matter what the chart says.

I thought you were wrong but you are right. At first glance, it appears that the positive dice are better...

Green Dice Success symbols = 5 vs. 4 for Purple Dice Failures.

Yellow Dice Success symbols = 10 vs. 9 for Red Dice Failures.

Boost Dice Success symbols = 2 vs. 2 for Setback Dice Failures.

The key is that you have to factor in that if the positive dice rolls no successes, that's a failed roll before you even roll the negative dice. With only 4 of the 8 sides of the green dice showing successes, that's a 50% chance of failure before rolling the purple die.