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Bart
2015-10-20, 06:10 AM
Would this work? Any other ideas? Maybe to simplify it?


Pursuit
Base movement bonus equals +1 per every 5 ft. a creature can move when moving normally in one round. A dwarf that can move 20ft. in single round has a +4 bonus.
Pursuit Checks
Repeatedly in a Pursuit, you need to make opposed Pursuit checks against an opponent. A Pursuit check is like a melee attack roll. Your attack bonus on a Pursuit check is:
Base movement bonus + Dexterity modifier + special size modifier
Special Size Modifier
The special size modifier for a Pursuit check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16. Use this number in place of the normal size modifier you use when making an attack roll.
Starting a Pursuit
To start a Pursuit, you need to run towards your target. Starting a Pursuit requires a successful melee attack roll as explained above. If you get multiple attacks or actions per round, you cannot attempt to start a Pursuit multiple times.
Note
Attack of Opportunity. You provoke an attack of opportunity from the any foe that has you within reach as you are trying to Pursuit. If the attack of opportunity deals damage, the Pursuit attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to Pursuit, nor do characters with appropriate feats.) If the attack of opportunity misses or fails to deal damage, you may continue the pursuit.
Step 1
Reach. Make a pursuit check as described above. If it succeeds, proceed to Step 2.
Step 2
Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the Pursuit attempt fails. If you succeed, proceed to Step 3.
Step 3
Strike. Make an opposed Pursuit check as a free action.
If you succeed, you and your target are now in range and you may strike the target with a single attack. If the attack deals damage, the target loses the capacity to run away for 1d4 rounds. The target may attempt to flee only when this time has passed.
If you lose, you fail and the Pursuit continues.
In case of a tie, the combatant with the higher Pursuit check modifier wins. If this is a tie, roll again to break the tie.
Step 4
Maintain Pursuit. To maintain the Pursuit for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the Pursuit and must immediately let go of the target. To Pursuit again, you must begin at Step 1.
Pursuing Consequences
While you’re Pursuing, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while pursuing.
No Dexterity Bonus
You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t Pursuing. (You can still use it against opponents you are Pursuing.)
No Spellcasting
You can’t cast spells while Pursuing.
If You’re Pursuing
When you are Pursuing (regardless of who started the Pursuit), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can only attack once.
Activate a Magic Item
You can activate a magic item, as long as the item doesn’t require spell completion activation. You don’t need to make a Pursuit check to activate the item.
Attack Your Opponent
You can make a single attack against an opponent you are pursuing. You take a -4 penalty on such an attack.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful Pursuit check.
Joining a Pursuit
If your target is already pursuing someone else, you can use an attack to start a Pursuit, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed Pursuit check to become part of the Pursuit.
If there are multiple opponents involved in the Pursuit, you pick one to make the opposed Pursuit check against.
Multiple Pursuits
Several combatants can be in a single Pursuit. Up to four combatants can pursue a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are pursuing with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the Pursuit; to successfully escape, your Pursuit check must beat the check results of each opponent.
Example
Half elf;
30 ft movement +6
16 Dex +3
Medium-sized +0
Pursuit check attack bonus is +9
Wolf;
50 ft movement +10
15 Dex +2
Medium-sized +0
Pursuit check attack bonus is +12

OttoVonBigby
2015-10-20, 06:14 AM
I could be way off here, but isn't the size of a monster already factored into its base speed? I.e., should there really be a "special size modifier"?

Anyway, interesting concept. I know I've often felt like d20 doesn't make chase scenes easy to DM.

Bart
2015-10-20, 07:27 AM
While this does not take into account any greater x multiplier when running, i was hoping to keep it simple and make the Base movement bonus correlate with the Special size modifier as to make a chase seem realistic, like when a wolf chases a character race.

The grapple itself can be a little annoying to roll and this is on the same level of dice-rolling.

noob
2015-10-20, 01:19 PM
So now a colossal giant unable to move at all can flee quite efficiently a medium monk with a 40 foot base speed and +3 modifier to dex(one chance on two).
Or pursue the monk despite being static.
How does it makes sense?

Bart
2015-10-20, 02:33 PM
A Storm Giant that is Huge would have +2 from Dex, 35 ft move for +7 and +8 for size. +17 total
A medium-sized human monk would have +3 from Dex, 40 ft move for +8 and +0 for size. +11 total
The monk would be able to flee with a good die roll, and their movement is close, so the only difference is from their size.

A person should find it challenging to flee from a creature that has similar speed but is larger, taking into account stride and all.

Any creature unable to move, cannot pursue anyone of course.

Spells, feats and effects that make you faster or give you more endurance would be very beneficial for someone that is running away, or is pursuing.

DrMartin
2015-10-21, 01:40 AM
you could include a stealth option to evade a pursuit, similar to how you can use escape artist to exit a grapple. In this check being small would be a good thing of course.

When i DM, I use a slightly adapted version of the chase rules from savage world to run pursuit scenes - they are really easy and in my opinion work great.

Bart
2015-10-21, 03:25 AM
How about this;

If a pursuer has 2 consecutive successes when pursued, 2 rounds, he is considered to have outrun the pursuer and is lost to him. At the start of the third round, they both roll a check, using only their size modifier as a bonus.
Special size modifier is reversed in this case;
Colossal -16, Gargantuan -12, Huge -8, Large -4, Medium +0, Small +4, Tiny +8, Diminutive +12, Fine +16
If the pursued makes the check, then he has put enough distance between him equaling 2d4 times his maximum running speed.
The pursuit ends.
If the pursued fails the check, then the pursuit continues.