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The Ice-Beast Cometh

29th May 2014, 8:00 AM

The Ice-Beast Cometh
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kidra on 29th May 2014, 8:00 AM

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Sam makes a very respectable move here in allowing for a sense of randomness with the monster. While it would be nice to just send the beast after Blake, Sam knows that a real beast would be just as likely to chase after the others.

Also, chases are interesting in RPGs where everyone has a set move speed. In a case like this, one party involved in the chase is easily captured by the other due to a greater speed. But what happens when someone with a 30 foot movespeed is chasing someone who has the same movespeed?

What interesting chases have you had in your role-playing?

Not what you expected

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XiaoKe on 9th Jun 2014, 3:46 PM

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Well I'm little late on posting a comment but oh well!!

Whats fun about RPG's is the fact that while there is rules and structure to it, there is still quite a bit of randomness and unknown factors, especially considering the GM has no clue what the characters will be doing.
Also if you are Gming and and you want to add in another level of randomness try doing extra rolls to see what the NPC's and Monsters do instead of having them do whats expected, kind of like what Sam does in this comic, Sam rolled to see who the Frost Beast goes after even though it was meant for Blake so it adds a bit more of a random factor.

Movespeed- This is how far your character can move in one round

Terrain Missile- a spell that casts bits of terrain at your enemies

Reflex- A save that is usually done to see how fast a character reacts to a situation

AC- stands for Armor Class used to see how much defense a character has.

Dodge- This feat increases your AC making it easier for you to avoid damage in combat

GM- The almighty Game Master

NPC- Non Player Character



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Otaku on 29th May 2014, 9:07 AM

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Probably the most interesting "chase scene" from an RPG session I had was due to a bad encounter roll. As a reminder, I don't play much D&D, so this was in a different system (GURPS 3e, because this story is old XD).

The GM loved shifting sub-genres on us; the campaign had begun as a "Supers" setting with a group of 3 players. As one of us was a Psi, the other a Super Normal, and the final player wanted to make someone new, the GM had us recruited for a Black Ops instead of "regular" Supers stuff about four sessions in... and it turns out that was just to beef us up before sending us off on some extra terrestrial/cross-planar romp that put us into a more traditional quasi-medieval fantasy setting... from which we were finally returning having at last cobbled together a working ship as well as figuring out how to get to the proper plane at the same time. @_@

By now, we realized when we got a really bad encounter roll that we were in trouble and it could be anything, and so he sicced a group of "Not!Borg" on us. They had better ships, better pilots (and being massively high point PCs, we were already pretty great at it ourselves) so they were going to catch us... and in a desperation move, I suggested to the other player currently doing the actual piloting to try something I saw in a movie.

That movie was Space Balls. We did an emergency full stop, and he rolled a critical success, allowing us to actually do this with no damage or undue strain to our vessel. The hope was to buy ourselves enough time to hide or at least prep an ambush but... the GM rolled a critical failure for the Not!Borg, so it pretty much went down like in Space Balls, as they miscalculated and overshot us by such a large margin they either lost track of us or decided we weren't worth backtracking to apprehend. XD

Disloyal Subject on 30th May 2014, 1:12 AM

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Nice. Sometimes I think critical failures make for the best dramatic moments, not 20s, bit when they coincide... Priceless.

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XiaoKe on 9th Jun 2014, 4:03 PM

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That's fantastic! I love when the random off the wall plan succeeds XD
That's like when I was playing my character based off of Deadpool, and he was a vampire and had "Died". So I had retreated to my coffin in my bag of holding to regenerate and my bag had gotten thrown into the treasure room of our captors, So I had the crazy idea to surprise sneak attack the guard so after getting his attention he came over and opened the bag and got a stomach full of swords it was pretty ridiculous and hilarious at the same time!

Campaigns become a lot more interesting when players come up with ridiculous ideas! XD

SeriousBiz on 29th May 2014, 10:38 AM

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I ran a Pathfinder adventure where the PCs stopping in a small town happened to foil an assassination attempt. Determined to bite on the quest hook I had laid before them, the fighter took off after the escaping assassin.

Both had a speed of 30, so I made the chase through the streets of the town more interesting by throwing various obstacles before both the assassin and the fighter. The obstacles required reflex saves and climb checks, and the rolls were pretty equal between the two. Whenever the fighter failed a check and stumbled upon some pottery a trader had placed upon the ground, the assassin rolled badly and ran face-first into a carriage that appeared from a side passage. It was pretty intense, not to mention fun. It took a lot of willpower not to put Yakety Sax playing in the background.

The chase ended with the assassin failing a jump between rooftops and falling right into a pile of manure. The fighter made his jump check and dug out the hapless assassin. They were then both arrested for the enormous amount of property damage they had caused in their wacky race, but the mayor (whose life the party had just saved) understandably pardoned the fighter.

And that's just one of many. I'm a sucker for chase scenes in my games.

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XiaoKe on 9th Jun 2014, 4:06 PM

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That sounds like a fantastic chase scene! Its stuff like that that turns a humdrum campaign into something a lot more interesting!

Disloyal Subject on 30th May 2014, 1:10 AM

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On the player's side of the screen, I mostly play Living Legends lately - also known as Pony Tales: Aspirations of Harmony - so chases (a VERY frequent occurrence in our evil campaign, given our comical incompetence) are usually a resolved by opposed skill checks. Normally, it'd be Athletics, but I have an edge on most opponents in Acrobatics, so I usually manage to substitute that, resulting in, at one point, my shapeshifter backflipping out of a crowd of guards in the guise of our social rogue and fleeing, so she could get an in with now-sympathetic law enforcement over her impersonation. Additionally, there's at least one Utility designed specifically for resolving chase scenes, and a number more that can be purposed thusly.

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XiaoKe on 9th Jun 2014, 4:10 PM

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How is that system? I've actually been interested in finding a MLP system to try out and most of the ones I've found don't seem to be very well thought out and balanced...

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Disloyal Subject on 8th Jul 2014, 2:16 PM

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Knew I was forgetting something in my weekly comic routine...
I like it; it was made by a team with a fair amount of playing experience and playtested. The divorce between combat and everything else is a little jarring if anyone tries to run from or use noncombat abilities in a fight, but a clever or iron-fisted DM solves that. Combat's even more like old JRPGs than D&D in some ways, but pleasingly so. The balance is pretty good, but broken builds are a reality sometimes.
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