Chases?

By widomknight, in Genesys

I very quickly skimmed the Vehicles section and checked the Glossary, but I cant seem to find anything that i can use as chase rules.

I like to have chases on foot as well and car chases/action/combat but Im at a bit of a loss on how to go about it.

Any suggestions would be appreciate, I apologize if i missed it somewhere in the book.

I think it'd be just a set of skill checks that evolve naturally. Narratively, you'd say something like "hes a good distance ahead of you, running through the park. You see him bound over a fence". the player could chase over the fence if they wanted, and youd have them roll an athletics check. failure could mean they still get over the fence, but can't see him anymore. threat and advantage could be losing or gaining ground, etc.

Car chases would be the same, just with the "Dangerous Driving" action

P26 gives a chase as an example of a competitive check. It’s a single roll so not the full answer in my opinion.

Interestingly there doesn’t seem to be an extended check rule in Genesys?

Edited by dbm_

Star Wars did it as follows:

  1. The GM determines how far away each participant is.
  2. Each participant rolls a skill check (Driving, Operating, Piloting, or Riding). The difficulty is based on the terrain and conditions, so clear conditions are simple. It's treated like a competitive check, so whoever has more successes wins and either moves one range band closer (for the pursuer) or further away (for the pursued).
    1. If the winner is moving faster, they move a number of additional range bands equal to the difference in speed.
  3. The GM determines when the chase ends, but generally if the pursuer reaches engaged range or the pursued reaches beyond extreme (strategic now, I guess?) they win and the chase is over.
  4. For foot chases, it would usually be an Athletics check, the difficulty is set for everyone (as determined by the GM), and the speed rule is discarded.

Thanks for the above suggestions. How combat while chasing work?

In other words shooting while chasing or being shot at while running away from attackers.

Also wondering if anyone has thought of how mounts would work. If you were attacking while mounted on horseback for example.

Would you use a riding skill with a combat skill somehow?

Edited by widomknight

The competitors make their chase checks at the beginning of each round in structured time, then everyone takes their turns as normal (shooting, increasing speed, etc.).

Mounts work like vehicles, mostly. You can either attack with your own weapon as normal, or use the "weapons" of your mount (using Survival or Riding like a combat check). There are many more details on determining a mount's speed and handling and whatnot, but that's a bit in-depth.

Are there good arguments for a chase to have different range bands than combat?

You could have a pursuer's Advances influence the difficulty of switching ranges. I would let the Runner spend Advances to control the terrain of the chase, changing the difficulty of the check so that their speed or maneuverability advantage comes into play.

3 hours ago, player966703 said:

Are there good arguments for a chase to have different range bands than combat?

You could have a pursuer's Advances influence the difficulty of switching ranges. I would let the Runner spend Advances to control the terrain of the chase, changing the difficulty of the check so that their speed or maneuverability advantage comes into play.

Interesting. So essentially the drivers (or pilots, or runners, or whatever) are making their regular driving roll to navigate the hazards of the environment, with failure accumulating damage on the vehicle, or adding difficulty to the next roll. Then advantage and threat can be spent to manipulate the interactions with the other party(its).

I think there is some serious potential in that approach.

The chase rules in Star Wars are solid and we used them in Season 1: Episode 3 - The Haunted City of The Dice Pool Podcast . The trick is to do the Riding/Piloting check at the start of each round and then classify each rider/driver/pilot as having performed a single Maneuver outside of the round. Prior to the start of the round, calculate positions, allow the PCs to spend Advantages, Triumphs, as they apply to the coming round and then go on.

Speed differences just add to the number of successes. The Chase Rules in SWRPG assume two participants and say to add the differences as successes. I’ve done more chases with multiple participants so it’s easier just to add the speed as successes to the check.

Participants then move a number of range bands equal to the number of successes. This is abstract and just works out the positioning rather than the actual distance travelled.

Once you know where everyone is, you just use range bands as you would for normal combat even though they are travelling at vehicle scale. You just hand wave that to save on complexity.

The other thing to remember is that players cannot take actions or maneuvers that will affect their positioning (except I allow 2 Advantages to gain a single range band).

The other thing you can add into the mix is if a PC or bad guy rolls more successes than is needed to catch up, they can add 1 Advantage for every 2 additional successes above what was needed to catch up. These get added to the character's or NPC's next check. For example:

Quote

Vixto (PC) and Von'Thorne (PC) are chasing a thief who just stole a loaf of bread from the market. The chase starts at medium range which means there are 2 range bands between them. At the start of the round, all participants in the chase make Athletics checks. Vixto rolls a total of 6 successes, Von'Thorne rolls 2 successes, and the Thief rolls 1 success. The Thief moves 1 range band, Von'Thorne moves 2 range bands, and Vixto moves 6 range bands. Von'Thorne is now at Short range from the Thief, but Vixto has raced ahead, and only needed 3 successes to reach engaged range to her target. She has 3 more successes than she needed and so adds an additional Advantage to her next check which will likely be an attack to tackle her foe.

One concept I have retained from the excellent d20 product Hot Pursuit is that participants in a chase are always travelling as fast as they can under the circumstances of the chase. So a GM doesn't really need to know how fast people are going, just who is faster. I think Genesys can model this pretty elegantly with Boost dice.

However, in a cluttered chase environment where speed isn't as helpful, the more maneuverable participant should get the Boost dice. And the runner, who is presumably deciding where to run, can choose to "find" the terrain that is most advantageous to her.

As a matter of fact, by parceling out different numbers of Boost dice, Genesys should be able to model complex three party chases better than most systems.

6 hours ago, GM Hooly said:

The chase rules in Star Wars are solid and we used them in Season 1: Episode 3 - The Haunted City of The Dice Pool Podcast . The trick is to do the Riding/Piloting check at the start of each round and then classify each rider/driver/pilot as having performed a single Maneuver outside of the round. Prior to the start of the round, calculate positions, allow the PCs to spend Advantages, Triumphs, as they apply to the coming round and then go on.

Speed differences just add to the number of successes. The Chase Rules in SWRPG assume two participants and say to add the differences as successes. I’ve done more chases with multiple participants so it’s easier just to add the speed as successes to the check.

Participants then move a number of range bands equal to the number of successes. This is abstract and just works out the positioning rather than the actual distance travelled.
. . . .

The other thing you can add into the mix is if a PC or bad guy rolls more successes than is needed to catch up, they can add 1 Advantage for every 2 additional successes above what was needed to catch up. These get added to the character's or NPC's next check. For example:

Why are are there two skill checks and not a single opposed check - is it only to allow both sides the chance for multiple successes? Doing this all in one roll avoids the useless tie result when both parties get the same number of successes. I suppose you allow the chase environment to set the difficulty, but presumably its effects are the same for both participants, right?

You can use opposed checks, but most chases I have run involve multiple participants, so doing the way I have suggested brings in consistency no matter how many are participating.

Tie results just mean that things remain the same for the duration of the round. Lots can happen in a round though.

Edited by GM Hooly

And don’t forget Handling!

3 hours ago, GM Hooly said:

And don’t forget Handling!

GM Hooly, so to use the example from the Haunted City (as spoiler free as I can), the pursued is at -1 handling per the chart on 221 of the Genesys CRB. The pursuers are at +1? Speed is matched for all participants effectively, I believe, although if I had to, I'd say the pursuers could be argued to be one notch faster or they'd have never caught up to begin the scene.

I'm hoping to run this scene tomorrow. In fact, the session will begin with it. I think if someone whiffs their movement roll and falls too far behind, the module mentions some special friends that can drop by for a bite.

Correct

On 2/20/2018 at 3:03 AM, GM Hooly said:

Speed differences just add to the number of successes. The Chase Rules in SWRPG assume two participants and say to add the differences as successes. I’ve done more chases with multiple participants so it’s easier just to add the speed as successes to the check.

If you are adding successes to every check based on speed, does that mean that the chase rolls almost never fail?

1 hour ago, player966703 said:

If you are adding successes to every check based on speed, does that mean that the chase rolls almost never fail?

If I understand it correctly, they're simple checks (i.e. no difficulty, so no purple/red dice), so they can't fail unless you completely whiff on rolling successes. It's like initiative where you count the number of successes, not the presence of success. Still, setback dice and **** luck could help lead to a 0.

I love the idea of this, and that moving faster doesn't make a chase into a foregone conclusion. Maybe you're in the lead and moving faster, but you have to weave around an asteroid/pothole/octogenarian crossing the street/etc. and you effectively slow down while others start to gain (perhaps by cutting a corner, not weaving for the obstacle, etc.). The original writeup Swordbreaker provided above allows speed to translate directly to additional movement, and that's not nearly as interesting.

2 hours ago, player966703 said:

If you are adding successes to every check based on speed, does that mean that the chase rolls almost never fail?

Ultimately you are correct. You can add difficulty/setback but be prepared for potential negative results. And I mean literal negative results where technically they move backwards (just remember everyone is technically moving forward always, and this just represents them falling back even further.

The better way would be to have them forced to make a “Piloting” Maneuver during the round meaning they only have an action to play with plus Strain. Makes co-pilots that much more important.

Edited by GM Hooly
1 hour ago, Dragonshadow said:

If I understand it correctly, they're simple checks (i.e. no difficulty, so no purple/red dice), so they can't fail unless you completely whiff on rolling successes. It's like initiative where you count the number of successes, not the presence of success. Still, setback dice and **** luck could help lead to a 0.

I love the idea of this, and that moving faster doesn't make a chase into a foregone conclusion. Maybe you're in the lead and moving faster, but you have to weave around an asteroid/pothole/octogenarian crossing the street/etc. and you effectively slow down while others start to gain (perhaps by cutting a corner, not weaving for the obstacle, etc.). The original writeup Swordbreaker provided above allows speed to translate directly to additional movement, and that's not nearly as interesting.

You'd never get a failure without Setback dice if your minimum speed is 1. I'd definitely want the chance for a Despair - Indiana Jones losing his revolver in Shanghai is a Despair! More significantly, it means that the environment of the chase has no effect whatsoever.

Maybe if there were different tasks to select from in each chase turn, and changing ranges was only one of the possible choices.

Edited by player966703
maneuver is a term of art

We played it tonight that only the difference in speed equates to successes, and both parties were moving at the same speed, so no extra success for any party (there were four horsed PCs pursuing a wagon. The PCs had a boost each for the horses handling vs the coach having a setback. Most of the PCs were able to catch the coach.

I also allowed them to gain additional range bands for flipping story points, but then typically at some other cost. One PC pumped onto the wagon, which cut off his ability to disengage and left him open to focused attacks from the NPCs.

And then the undead hounds intercepted the PCs...

A while ago I adapted Pathfinder's chase system to Star Wars. The rules are a bit wordy, but are fairly intuitive once you have a stack of chase cards. I've run these a couple times and it's worked out alright. These are for foot chases.

Edited by IndianaWalsh

I use my own custom chase rules, found in the EotE compiled resources topic under "GroggyGolem's resources".

Short list of changes is that the mandatory piloting check is at the start of the chase only and determines how many total successes are needed and how many rounds you have to get those successes, for each individual vehicle. From there, it is up to the pilot and passengers to choose what action they are taking and why they think it will help them. I then have them narrate after they make their rolls. NPCs spend their actions however they like, usually to catch up/escape from the party and shoot at them.

If the successes needed are met, the party escapes or catches their target. If they fail, they get caught or lose their prey. I set it up to be more open so that passengers can actually assist in the scene beyond just shooting at enemies and that pretty much every skill will help them if the player succeeds their check.