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Chapter 4: Subsystems / Chases

Obstacles

Source GM Core pg. 192
During a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. These obstacles aren't separated by specific distances; rather, the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.

Each obstacle requires a certain number of Chase Points to overcome. Typically, half the obstacles require 1 point fewer than the number of party members, and half require 2 points fewer (with a minimum of 1 Chase Point per obstacle). Particularly challenging obstacles might require more. Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach usually requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like casting a certain spell.

On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.
Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.

If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.

Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill, or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.

Once the PCs accumulate enough Chase Points to overcome the obstacle, they move on to the next. Extra Chase Points don't carry over to the next obstacle. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.

It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.