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[Realms Fan] Chase Rules

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  • [Realms Fan] Chase Rules

    Realms of Pugmire ( i.e. Pugmire & Monarchies of Mau ) rules for more cinematic Chases – inspired by Chase rules from Chronicles of Darkness Rulebook.

    Goal – Getting 3 marks ( like Fortune points ) over opponent. Typically, up to 5 marks in total. Each side use their action to roll in their turn.

    Example: Dog is chasing cat. Cat has 2 marks, dog has 1 now. To run away, cat need to get now 4 marks – and to chase the cat, dog needs to get full 5 of them.

    Roll – By default, contested Stamina roll, using Traverse Skill ( if any ). Each 5 feet in Speed over opponent gets bonus +1 to roll for this side. Success gets side 1 mark. Triumph gets it 2 marks. Botch gets the opponent 1 mark. Guide can decided other test for particular round, based on environment. In some dangerous situation Chase Roll also need to overcome some set number, like in normal test – or character can have complications or even could get damage ( like falling).

    Example: Returning to our dog that chase cat. In this turn, they are running over plain field. So both roll Stamina, adding their Traverse ( if they have ). As cat is wearing Light Armour and dog is in Heavy Armour, cat has Speed 30 ft. and dog has 25 ft. – so cat gets +1 bonus from Speed to this roll.
    Now, in next round, both of them come to rocky cliff. If they will not watch out, they can fall over it to probable death. Guide declares that in this round they roll instead Dexterity with Balance. More to it, they need to overcome at least difficulty 10, or they fall. Dog is clearly on weaker side now – as having Heavy Armour he has disadvantage on the Dexterity rolls. He is in problem here chasing cat.

    Sum up: What do you think about those rules? I’m looking for your comments from testing them.


    My stuff for Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E & BtP
    LGBT+ in CoD games

  • #2
    I think the biggest issue is that it takes away one of the best aspects of the CofD chase rules: player input via Edge.

    The ability to lead your pursuers towards an environment to your advantage, or herd your target, is one of the most engaging parts of the CofD version, and here it's put on the Guide to bring in instead.

    The way Speed is structured in the game might also be a problem for using this kind of system. Normal speeds are in a fairly tight range (25 to 50) which is enough to have some impact without being overboard... but once you start boosting Speed with Tricks or Spells... that bonus can go up so high it automatically takes over (Lightning Speed + Haste = 160 on all fours... so you basically just win unless you botch a lot). Which isn't inherently bad, but there isn't the same middle ground that CofD has with a more granular Speed trait. It might be worth have a +5 cap on the bonus for more Speed, with the advice that Chases don't apply if a character would be able to exceed that cap significantly.

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    • #3
      Second take, considering Heavy Arms comments.

      Goal – Getting 3 marks ( like Fortune points ) over opponent. Typically, up to 5 marks in total. Each side use their action to roll in their turn.

      Example: Dog is chasing cat. Cat has 2 marks, dog has 1 now. To run away, cat need to get now 4 marks – and to get the cat, dog needs to get full 5 of them.

      Roll – By default, contested Stamina roll, using Traverse Skill ( if any ). Each 5 feet in Speed over opponent gets bonus +1 to roll for this side, up to bonus +10 with 50 ft. Speed over opponent ( if side has more in Speed superiority it can be assumed side character cannot partake in Chase with it, cause opponent is simply too fast ). Success on roll gets side 1 mark. Triumph gets it 2 marks. Botch gets the opponent 1 mark. Guide can decided other test for particular round, based on environment. In some dangerous situation Chase Roll also need to overcome some set number, like in normal test – or character can have complications or even could get damage ( like falling). Player can propose other roll and Skill combination for his character and Guide decide if argumentation is sound for this round.

      Example: Returning to our dog that chase cat. In this turn, they are running over plain field. So both roll Stamina, adding their Traverse ( if they have ). As cat is wearing Light Armour and dog is in Heavy Armour, cat has Speed 30 ft. and dog has 25 ft. – so cat gets +1 bonus from Speed to this roll.

      Now, in next round, both of them come to rocky cliff. If they will not watch out, they can fall over it to probable death. Guide declares that in this round they roll instead Dexterity with Balance. More to it, they need to overcome at least difficulty 10, or they fall. Dog is clearly on weaker side now – as having Heavy Armour he has disadvantage on the Dexterity rolls. He is in problem here chasing cat. Dogs player propose Dexterity with his Skill Survive, pointing it’s hard terrain dog would know from all his travels. Guide agrees and let dog to roll with Survive Skill.


      My stuff for Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E & BtP
      LGBT+ in CoD games

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