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Post by olegrand on Mar 28, 2017 21:17:04 GMT
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Post by olegrand on Apr 1, 2017 6:59:56 GMT
A small addendum:
Group Chases
Although you may (as in the official rules) require each character involved in a chase to make his own separate roll, this might prove, in play, quite cumbersome – just imagine the sequence of rolls involved if, say, four or five characters are running away from six or seven Daleks or Cybermen!
For simplicity’s sake, it is much simpler to have each group make a single collective roll, using the lowest (Coordination + Athletics) total in the group for fugitives or the highest total in the group for pursuers: in other words, when running away from something, you tend to be slowed down by your less-athletic companions, whereas, in a group of pursuers, the faster-moving member tends to ‘lead the pack’.
If the players wish to spend Story points after the roll to affect its outcome (i.e. turn a failure into a success), then every character involved should make the expenditure; if this is not possible, then the ones who could not afford the expenditure will be left behind, keeping the original result of the roll. The same logic is used for Stunts (see above): only characters who make the required expenditure of Story points will benefit from the effects of the extra dice.
Thus, thanks to the fine-tuning allowed by the use of Story points, the simplicity of a collective roll can be combined with different individual outcomes.
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Post by Hedgewick on Apr 3, 2017 16:44:33 GMT
These are excellent. In fact, these modifications to the rules are just what I've been looking for! Thank you. As I noted on the blog, I've always found chases to be rather cumbersome. They can be exciting, but consulting the rules and crunching the numbers often dull the action, particularly during complex or extended chase sequences. In many cases, I think this revision should improve the flow of the action. I implemented this new variant for the first time during our most recent game session, this past Saturday. We were playing "The Wrath of Rassilon." At one point, John Riddell chose to pursue a fleeing H'sssk through the undergrowth of the jungle on Arboramorensis. I consulted the "Journal of Impossible Things" and, in two rapid-fire rounds of dice rolls, the chase was over. Riddell had tackled the alien to the ground and we were able to keep the action moving along. It worked very well. In most cases--especially those cases that involve foot chases--I intend to use this variant of the chase system going forward.
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Post by olegrand on Apr 4, 2017 9:32:20 GMT
That's great! I'll put these rules myself to actual play test in a few days but it's great to know someone beat me to it - and that they work fine!
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