Possible change to Vehicle chase rules.

Rifts: Humble Origins

Moderator: Augur

Possible change to Vehicle chase rules.

Postby Consumer » Sun Feb 16, 2020 6:56 pm

I think it should be done the following way.

At the start of the chase, each person/NPC involved should make their applicable piloting skill check with the following notations.

Pass; get a +10% bonus to your subsequent skill.
Fail; get a +0% bonus to your subsequent skill.
Critical Fail; Get a -10% penalty to you subsequent skill.

This will be followed by a second skill roll. Pick one skill (once per chase) and describe what it is being used for.
If both pass or fail, no progress is made.

Example: Mike driving away from the Defenders after running over an annoying snitch.
Round one, Mike rolls Pilot: Automobile and passes, while the Defenders roll Pilot: Hovercycle and fails
Mike chooses to use Streetwise to drive down a few back alleys to lose them, rolling with a +10% bonus and passes, while the Defenders use Roadwise to know the possible routes with no bonus, they fail giving Mike one win out of four (or how many is needed).
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Re: Possible change to Vehicle chase rules.

Postby Augur » Mon Mar 02, 2020 6:47 pm

Margin of Success: -/+ 10% margin results in a -/+ 10% modifier to subsequent roll
Critical Fails/Successes: -/+ 20% to subsequent roll


^ Translated John's suggestion
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Re: Possible change to Vehicle chase rules.

Postby Cairo » Tue Mar 24, 2020 10:00 pm

PROPOSAL

Any player can participate [this includes support characters outside the vehicles in question to the degree they may be able to affect the chase either directly or indirectly, i.e., create choke point/trap, jam radios, broadcast feedback, call in something more pressing ("Some guy just tore out of Paducah Heights with a the Mayor's Wife at gunpoint ..." or "Help!?! Officer Needs Assistance, pinned down by Mephisto's Horsemen!!")].

SKILL CHALLENGE
Get to 5 Successes before You hit 3 Failures OR Pursuers gas-out

Margin of Success: -/+ 10% margin results in a -/+ 10% modifier to subsequent roll
Critical Fails/Successes: -/+ 20% to subsequent roll

GAS-OUT clock ... # of rounds of chase to escape =
Footchase --- ((PE+SPD)/10 (round down) of Target)/((PE+SPD)/10 (round down) of Pursuer)
Vehicles --- (SPD/10 (round down) of Target)/(SPD/10 (round down) of Pursuer)


Skill Checks:

Players choose the skill, and explain why it's appropriate/how they're using it.
Skills can be used Twice maximum during a chase.
Chase: A player who fails 3 times loses the target/falls behind & out of sight.
Escape: Each failure = +1 minion at the exit blocking the way.

Difficulty Checks:

If a character runs out of justifiable skills, they can perform a Difficulty Check on a D20.
Difficulty: Boss: 13+, Lieutenant: 11+, Minion: 8+

I.Q., P.P., P.E., and SPD can each be checked once per Round.
Bonuses to DC from ATTs:
16-20: +1
21-24: +2
25-28: +3
28+ +4


** I understand the Prior was our 1st Skill Check chase-scene, but I felt very powerless to assist from outside the vehicles that were actively engaged. Also the You can only use a Skill once thing seemed very arbitrary. At minimum it felt like 2x was appropriate. I think the gas out mechanic will allow someone who has just an extreme speed advantage not to be held overlong in a challenge.
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Re: Possible change to Vehicle chase rules.

Postby Augur » Wed Mar 25, 2020 5:24 pm

Feedback:

  • I definitely like the inclusion of outside assistance options (provided such can be explained/rationalized).
  • I'm definitely insisting on one check per skill max. Players gotta think creatively!
  • Not so sure the SPD of vehicles is gonna make for a good metric, nor am I sure there is a metric worth using given the system. I'd rather such be character-related, not THING related. Open to ideas though.

Looking forward to more suggestions!
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