Given the frequency (and wisdom) of player-characters deciding in D&D games to run the fuck away, the game's IGO/UGO movement
kind of falls down on having a satisfying way to adjudicate a foot
chase. With the previous Hill Cantons session on “pause” with a dual
snake-headed giant in hot pursuit of the party as it madly ran out of
a lush pocket dimension behind a dungeon mural, I found myself
scrambling to come up with something that would spice it up.
Fortunately my Hydra partner, Robert
Parker had come up with some pretty nifty and suspenseful ones for
his Savage World of Krul campaign and with the help of fellow-player
Cole we hammered out a set of rules to use for the session. So here's
the amended set of Robert's Rules.
Pursuit Rules
Each round of pursuit is considered to
be an abstracted partial normal round. All movement is random (see
chart below) and simultaneous.
1. Movement during a Pursuit. A
character or creature rolls 1d6 for each 30' of normal movement. Each
pip thrown is worth five feet of movement (rounding up to the next 10 foot
increment if using a 10-foot gridded map). That's the total maximum distance
covered in the round.
Normal Movement | Number of Dice |
30'
|
1
|
60'
|
2
|
90'
|
3
|
120'
|
4
|
150'
|
5
|
180'
|
6
|
A pursuer ending a round five feet
away or less may make an attack.
2. Fighting or Other Actions During
Pursuit. Making an attack, closing a door or other similarly lengthy action reduces the above movement die roll by two dice (making 60'
foot movement impossible, 90' one die only and so on). Spellcasting,
mapping and other action taking concentration is not permitted unless
the character opts to end fleeing or pursing.