If you have a campaign involving any kind of hunt, chase scenes are
almost sure to follow. It could be investigating vampire attacks,
trying to track down a werewolf in the forest, or chasing after a
thief that broke into a noble's house. Regardless, chase scenes can
be one of the harder situations to handle in a satisfying way. And
for this reason, I hope to provide some of my input on how to run it
well.
Rolls
It'll be a series of athletics checks most likely. The Dungeon
Master's Guide also has rules for handling a chase. However, in
general I recommend looking at the situation high level and letting
reason prevail. If you start a parkour chase across the roof tops of
building in a city, acrobatics starts to make a lot of sense instead
of athletics. If the scene takes place at night, the person running
doesn't need to outrun their pursuers, they just need to be able to
break line of sight and slink away. Maybe in this case they can try
to use a stealth roll to see if they can escape if they are far
enough away, or use the broken sight to expand their lead.
Tiredness
Constitution generally should play a role in a chase scene. Also, if
the creature is undead, they won't tire. A common rule I've seen
employed is that after a total number of checks equal to their con
modifier, subsequent rolls have disadvantage. Alternatively, it can
be used as a time limit. Whoever gets tired drops out of the chase.
Time Limit
You do not want your chase scene to drag. Rolling over and over and
not getting anywhere doesn't help anyone, and generally isn't fun. I
find that a chase shouldn't last longer than roughly 5 rolls. The
good thing is that if we use the con modifier to tell us how many
rolls people can make before getting tired, we have a natural ending
point if one group has more endurance. The trouble comes from ties,
and generally, I elect to end things in favour of the person running
if a tie is reached. You can also make the two sides who tied to a
roll for sudden death. Winner takes all. Whether you want to use a
stat for this or just luck (since the chase until now used stats) is
up to you.
Other Factors
Embrace other factors. Maybe one group tries to jump across a wide
creek to escape their pursuers. Maybe the pursuers try to shoot
arrows at the legs of the people who are escaping, while they shoot
back to slow down their pursuers if on horseback. Maybe the people
running away knock over objects as they go, forcing their pursuers to
acrobatically jump over it. Embrace the chaos and spontaneous ideas.
And of course, things won't always be the same. If they are running
indoors through a kitchen, it'll be easier to knock stuff on the
ground than if they are running through a crowded street. A pursuer
on a horse may need to make animal handling checks while going
through the forest.
Different Speeds
Even with different speeds, rolls should be made. One common thing
I've seen is to give advantage to the characters who have a higher
speed than who they are chasing/who they are running away from. To
apply, it should be a reasonably large difference. I normally
wouldn't apply if it was only a 5ft difference in these sequences. I
mean, they catch them in that case unless they were able to create
another obstacle or distraction. However, if the pursuers are on a
horse, things become different.
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