From 02fa8be21a1268ed235df68e23fc80b72b5eb933 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Mon, 8 Jun 2020 00:52:34 +0200 Subject: [PATCH] add hunting to chase rules --- combat.tex | 40 +++++++++++++++++++++++++++++++++++++++- 1 file changed, 39 insertions(+), 1 deletion(-) diff --git a/combat.tex b/combat.tex index 250cec4c..5ceafc69 100644 --- a/combat.tex +++ b/combat.tex @@ -1027,7 +1027,8 @@ So much for that plan. \begin{multicols}{2} -\noindent +\subsection{Fleeing} + 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. @@ -1062,6 +1063,32 @@ The table is a guide to an unaltered roll. In most situations enemy Traits will } +\newcommand{\huntchart}{ + + \begin{tcolorbox}[arc=1mm,tabularx={lp{.85\textwidth}}] + + Total & Result \\\hline + + 10+ & The characters immediately capture their quarry. \\ + + 9 & The characters chase their quarry through three areas, then capture them. \\ + + 8 & The characters chase their quarry through two areas before catching up with them. \\ + + 7 & The characters chase their quarry through one area and then catch up with them. \\ + + 6 & The characters chase their quarry through three areas, then lose them. \\ + + 5 & The characters chase their quarry through two areas before losing them. \\ + + 4 & The characters chase their quarry through one area, then lose them. \\ + + {\textless}3 & The characters immediately lose their quarry. \\ + +\end{tcolorbox} + +} + \chasechart \begin{multicols}{2} @@ -1104,8 +1131,19 @@ He was still out looking for a spot when the great axes scraping down the cliff \end{exampletext} }{} +\subsection{Hunting} + +Running after prey follows exactly the same rules, but in reverse. +The party roll for catching up with their prey. +As per the previous chart, a near-failure can be worse than a total failure. +With a complete failure, the enemy simply gets away. +With a partial failure, the party run a long way, get very tired, then fail. +Such is life. + \end{multicols} +\huntchart + \section{Further Dangers} \begin{multicols}{2} -- GitLab