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SWD Chase - Catch the Princess

 
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Lord Karick
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Joined: 25 Mar 2011
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Location: Landsberg, Germany

PostPosted: Fri Oct 26, 2012 2:22 am    Post subject: SWD Chase - Catch the Princess Reply with quote

Ok, got the following situation coming up with a couple of chases planned over the weekend. One question concerns head start - anyone ruled how to do this? Another issue is Push and Manouver - I guess both of these simply go by the board in SWD.

The two examples I'm planning are as follows:
(1) Wyvern attacks the party. The princess they are escorting panics and bolts - do they stay and fight, or does one of them ride after the princess and try to control the horse? I'm planning on requiring them to draw King-Joker (Short range) to even try to get hold of the reins and then make a Riding check to grab them, but I'm not sure how to model the head start and the Push option that there used to be.

(2) Party corner werewolf in a hut. Werewolf jumps through window to escape, party need to follow on horseback. Again, a head start whilst the party exits the hut and mounts up.

Maybe I should just run it SWEX - or has anybody got an FFF solution?
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Zadmar
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Joined: 10 Nov 2010
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Location: Munich

PostPosted: Fri Oct 26, 2012 3:54 am    Post subject: Reply with quote

Your solution to the first example sounds fine to me, and I probably wouldn't worry about the head start (assuming the players give chase almost immediately). At most, I'd give the princess a +2 Riding bonus the first round, or perhaps an extra benny.

In the second example, the werewolf has a more significant head start. One approach I used in a similar situation was to require the players to first catch up (by getting a higher card than the fleeing enemy) before they could start making any attacks. The poor halfling lagged behind for most of the chase, huffing and puffing as he barely kept his friends in sight.

However I'd probably just use the old SWEX chase rules. I like the SWD approach for battles that take place on the move, but I prefer the old rules when you're just trying to catch someone (or get away from them).
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ValhallaGH
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Joined: 25 Apr 2010
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PostPosted: Fri Oct 26, 2012 8:19 am    Post subject: Reply with quote

1) Zadmar's +2 suggestion is good.
I'll point out that the new Force manuever can cover a lot of what the old Push did.

2) If the werewolf has a massive lead then I'd let that be why the horsemen don't get a speed bonus on their trait rolls.
Of course, now I'm wondering why the werewolf doesn't use that lead to either hide or lay an ambush (preferably after the party separates some).
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Lord Karick
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Location: Landsberg, Germany

PostPosted: Fri Oct 26, 2012 2:18 pm    Post subject: Reply with quote

ValhallaGH wrote:
2) If the werewolf has a massive lead then I'd let that be why the horsemen don't get a speed bonus on their trait rolls.
Of course, now I'm wondering why the werewolf doesn't use that lead to either hide or lay an ambush (preferably after the party separates some).


Oh she will Cool Just thought I'd give them the illusion of a chance
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ValhallaGH
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PostPosted: Fri Oct 26, 2012 4:13 pm    Post subject: Reply with quote

Lord Karick wrote:
ValhallaGH wrote:
2) If the werewolf has a massive lead then I'd let that be why the horsemen don't get a speed bonus on their trait rolls.
Of course, now I'm wondering why the werewolf doesn't use that lead to either hide or lay an ambush (preferably after the party separates some).


Oh she will Cool Just thought I'd give them the illusion of a chance

If the rolls don't matter then don't sweat it. Let them roll, roll some dice for the wolf, and deal cards. On round X (I'd say 3) roll as before, then call for any Danger Sense rolls (to avoid The Drop), and let the "chase card" dictate their distance from the ambush point. Twisted Evil
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