Pursuit (Chase) Alternate Rules

Ok, here are my Pursuit (Chase) rules. These rules are versatile and can be used for different kinds of chases, races, or any other kind of thing where the party is moving at a more or less constant speed. These rules do not necessarily follow the standard DnD rules, and are designed to be a little more abstract and dynamic than just using movement speed allows.

There are 2 pursuit methods: Relative to Runner and Specific Area.

Relative to Runner is the base general format for this, where the Runner is the point by which the map is fixed. The Runner stays in the same spot on a map, and the other creatures move relative to it. When they turn or make a move, the relative positions stay the same. When the Runner rolls low for their Pursuit DC, it indicates a kind of blunder they may have made, while a high DC might indicate a brilliant maneuver that is hard to follow.
Specific Area (SA) is probably easier to understand on a map, and is the best for something like a race, a specific trail, a route with powerful traps, or an encounter where there isn’t a focal Runner. The base rules are for Relative to Runner, but rule changes for Specific Area will be marked with (SA)

To start, lets go with a few key words. These are intended to be easy to understand.

  • Driver: A driver is any creature who controls their own movement. They may also be in charge of a Passenger’s movement, like the driver of a car. If the encounter is by foot, every character running is a Driver
  • Passenger: Any creature who is not in control of their movement. Like a passenger in a car.
  • Units: Units are an abstract measurement of distance. They can change for each Pursuit. For example, a Unit for a horseback Pursuit might be 15 feet, while on foot it may be just 5 feet. It’s worth knowing this amount for spell and ranged attack distances. On a battlemap, each square or hex is one unit. Round up distances if they don’t nicely fit.
  • Runner: This is the creature who is the focus of the pursuit. They are the reference point by which all other creature’s relative distances are measured. For example, the bandit’s leader might be the Runner, while their gang is around them. (This is not a part of Specific Area pursuits)

Core Rules

  • Modified Attacks: Attacks of opportunity don’t apply in a Pursuit, and Drivers have disadvantage on their attacks, as they are combining quick navigation, speed, and avoiding obstacles, all at the same time. {This disadvantage does not apply to Passengers.}
  • Pursuit DC – Runner’s Escape: (The Runner always goes first in initiative.) The Runner makes a relevant skill check to try and throw the Pursuers off or make their movement harder. The number rolled for the skill check becomes the Pursuit DC for that round. Each Driver must make the appropriate skill check to try and overcome that obstacle. A Runner cannot make the same skill check twice in a row.
  • Terrain Difficulty (SA): When there is no set Runner, create a general Terrain DC, typically between 8 and 13. In places of greater difficulty, you can create an area with a higher DC. These DCs apply to all Drivers.
  • Pursuit Movement: While in a Pursuit, instead of using their movement speed, a Driver instead makes a relevant ability check (Pursuit Check) against the Pursuit DC. On a fail of 5 or more (DC-5), they fall behind 1 unit. On a fail, they maintain pace. On a success, they can move forward up to 1 unit, and on a critical success (DC+5), they can choose to move forward up to 2 units.
    • Additionally, a Driver can move sideways (Orthogonally to the direction of the pursuit) up to 2 Units, regardless of roll.
    • A Driver can slow down and/or stop. They can choose to go backwards up to 5 units.
    • Falling off: If a creature falls down, they go backwards 3 Units at the end of their next turn. Most Drivers can avoid a fallen creature without changing their movement, so it doesn’t need to affect Drivers’ movement
  • Base Movement (SA): When running in a Specific Area, the same general rules apply, but there is a base movement speed, typically 3 or 4, which the above modifier adds or subtracts to instead. The Driver’s speed is that amount when in a Specific Area. For example, if the Base Movement for this Pursuit is 3, and a Driver fails their check, their speed is 2 Units.
  • Pursuer Attacks. A creature commanding movement can choose to apply a -5 to their Pursuit roll (after the roll has been made) to have their attacks not have disadvantage.

Optional Movement Additions (these aren’t as essential)

  • Extra Push! A Driver can try to push themselves, their steed, or their vehicle even further. They can move forward 1 additional unit as an action (Vehicle or Steed) or as the Dash action (Foot). (The Runner can take this action as well)
  • Focused Pursuit: A Driver can make a special effort to avoid or create obstacles. They can use an action to gain advantage on their Pursuit Skill check (Runners can do this too). They can do this after making the check.
  • Disengage!: A creature can try to disengage from the pursuit with their action. If no creature choses to follow, they successfully disengage from the Pursuit. (No effect in SA)

Other Features: (more situational/specific)

  • Traps: Some runners are savvy enough to set traps along their escape route. When the Runner crosses a trap, use the trap’s stats and effects instead of the Runner’s ability check.
  • Movement Abilities: If a creature has extra movement, a different way of moving, or some other relevant ability, a simple way to include that aspect is to either give them advantage on the Pursuit Check or give them an extra +1 or +2 Unit movement, depending on the situation.

Perhaps a d12 event roll can help determine which skills apply in case the Pursuer can’t choose.


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