I want to implement one where the party is chasing a group of high level assassins, and I want to know tips for running a chase like this. One of the assassins is a higher level rogue who I feel like would try and catch characters off guard by attacking sometimes. Is that to much like a combat scene or would it be normal.
I guess what im asking is
What has made your chases successful?
How to plan it out? (DMs guide didn’t help a ton for this)
A good basic structure for a chase would be as follows:
- Make the chase "resolvable" in five to six rounds.
- Assume all participants are trying their best movement-wise, so don't bother tracking actual feet of movement each round.
- Classes that have special bonus movement powers can activate them each round to gain advantage on the chase round's challenge.
- Each round, put in a complication for the players to overcome. Maybe a cabbage cart gets in the way, or the target ducks into a crowd or dark alley or takes to a rooftop, or a confused guard tries to stop the players, etc.
- Have the players resolve the complications with skills, spells, class abilities, etc. as they can best argue a case for. (Hardmode: do not allow players to use the same skill, spell, or ability twice during the chase.) Assuming at least one party member is successful on most rounds, maybe let them catch their target. Allow failures to be negated by "pushing" through on a round. Characters who try to "push" their limits need to make a Con save at the end of the round or suffer exhaustion. Increase the Con save DC each time the same character tries to "push."
And that should get you a dynamic chase depending on what challenges you throw out there for your players. That and the likely need to "push" to get enough successes will add some tension to the chase.
I like to use the chase mechanics listed in the Tales from the Radiant Citadel adventure, The Fiend of Hollow Mine as a jumping off point. It has rules about extended sprinting, how spells and attacks effect the chase, what conditions end the chase, and most importantly, a table of complications that you roll each turn that nicely simulate the action of chasing someone through crowded areas. Some of the complications are specific to the adventure setting, but it's not that hard to sub them out for complications of your own.
I’m assuming Ability and Skill Checks could come into play, such as Athletics, Constitution Checks, Acrobatics (for those vegetable carts mentioned above, plus general Parkour), Stealth or trying to lose the enemy. A complication would obviously be Speed. If the speeds are relatively close, the Ability Checks make sense, but an enemy with double the speed or more is just going to flat out win. I’ve never solidified a system of my own but it’s an important one, no doubt, as exciting as any combat.
If you have casters in your party and they're above 3rd level, just FYI the chase will probably not go nearly as you think it will. It'll only be lessened the higher level they are.
I had a 3rd level wizard completely end my fun, high-octane chase sequence plan by casting Levitate on the enemy. I just accepted that the chase wasn't happening and chalked it up to one of those moments where the PCs get to feel cool for totally ruining their enemy's plans.
That to say - expect things to end much quicker, and much less exciting, than you plan. Despite the thrill of planning for a bit chase sequence, players often find ways to totally invalidate them.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
- Each round, put in a complication for the players to overcome. Maybe a cabbage cart gets in the way, or the target ducks into a crowd or dark alley or takes to a rooftop, or a confused guard tries to stop the players, etc.
"MY CABBAGES!" - Earth Kindom Merchant
For me, an exciting, fun chase is one of the hardest to create elements in any pen & paper/tabletop rpgs. I'll also take inspiration from any good post made here, and thank everyone who has some fun ideas.
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I want to implement one where the party is chasing a group of high level assassins, and I want to know tips for running a chase like this. One of the assassins is a higher level rogue who I feel like would try and catch characters off guard by attacking sometimes. Is that to much like a combat scene or would it be normal.
I guess what im asking is
What has made your chases successful?
How to plan it out? (DMs guide didn’t help a ton for this)
A good basic structure for a chase would be as follows:
- Make the chase "resolvable" in five to six rounds.
- Assume all participants are trying their best movement-wise, so don't bother tracking actual feet of movement each round.
- Classes that have special bonus movement powers can activate them each round to gain advantage on the chase round's challenge.
- Each round, put in a complication for the players to overcome. Maybe a cabbage cart gets in the way, or the target ducks into a crowd or dark alley or takes to a rooftop, or a confused guard tries to stop the players, etc.
- Have the players resolve the complications with skills, spells, class abilities, etc. as they can best argue a case for. (Hardmode: do not allow players to use the same skill, spell, or ability twice during the chase.) Assuming at least one party member is successful on most rounds, maybe let them catch their target. Allow failures to be negated by "pushing" through on a round. Characters who try to "push" their limits need to make a Con save at the end of the round or suffer exhaustion. Increase the Con save DC each time the same character tries to "push."
And that should get you a dynamic chase depending on what challenges you throw out there for your players. That and the likely need to "push" to get enough successes will add some tension to the chase.
I like to use the chase mechanics listed in the Tales from the Radiant Citadel adventure, The Fiend of Hollow Mine as a jumping off point. It has rules about extended sprinting, how spells and attacks effect the chase, what conditions end the chase, and most importantly, a table of complications that you roll each turn that nicely simulate the action of chasing someone through crowded areas. Some of the complications are specific to the adventure setting, but it's not that hard to sub them out for complications of your own.
I’m assuming Ability and Skill Checks could come into play, such as Athletics, Constitution Checks, Acrobatics (for those vegetable carts mentioned above, plus general Parkour), Stealth or trying to lose the enemy. A complication would obviously be Speed. If the speeds are relatively close, the Ability Checks make sense, but an enemy with double the speed or more is just going to flat out win. I’ve never solidified a system of my own but it’s an important one, no doubt, as exciting as any combat.
If you have casters in your party and they're above 3rd level, just FYI the chase will probably not go nearly as you think it will. It'll only be lessened the higher level they are.
I had a 3rd level wizard completely end my fun, high-octane chase sequence plan by casting Levitate on the enemy. I just accepted that the chase wasn't happening and chalked it up to one of those moments where the PCs get to feel cool for totally ruining their enemy's plans.
That to say - expect things to end much quicker, and much less exciting, than you plan. Despite the thrill of planning for a bit chase sequence, players often find ways to totally invalidate them.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
"MY CABBAGES!" - Earth Kindom Merchant
For me, an exciting, fun chase is one of the hardest to create elements in any pen & paper/tabletop rpgs. I'll also take inspiration from any good post made here, and thank everyone who has some fun ideas.