Chases form some of the most dramatic scenes in an adventure. When running on an open field without any barriers, everyone simply runs at full speed -- whoever has the highest Speed + Athletics total succeeds in running away or catching up with an opponent. But when running through marshes, down alleys, climbing up cliffs, or otherwise finding a reason to change direction, \glspl{pc} must roll.
The system is simple -- one player rolls $2D6$ for the group. Each person then modifies this group score. Since the party will probably run at different paces, they have the option of abandoning slower members or slowing down to the pace of the slowest member.
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@@ -1062,6 +1063,32 @@ The table is a guide to an unaltered roll. In most situations enemy Traits will