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DFRPG / Re: Running Away?
« on: August 12, 2011, 09:40:37 PM »
Like DFJunkie said, it also depends on what the runner is trying to accomplish. The above option assuems they're trying to get away. If they're jsut runnign around in circles trying not to die for a couple turns until their allies show up, then that isn't a sprint roll, it's a full defense. They're just dodging, so they get a +2 to their defense roll (which would be Athletics if they are trying to run around in circles so the ghoul can't get close enough to gut them).
But I wouldn't let them use the Sprinting rules as an automatically successful defense roll (they sprint, therefore forcing the enemy to spend their action sprinting as long as they get over one success, therefore taking up the enemy's action, therefore guaranteeing that the enemy can never attack even if they roll better on the sprinting roll) which is how I interpreted the example in the original post.
But if they were trying to run away and I didn't want to handle it as a chase conflict for whatever reasons, I think I'd give the chaser a free action against the query on any turn that they catch up (i.e. end the turn in the same zone as the query). I'd allow for pretty much any action that can be justified (an attack, a maneuver such as placing a "tackled!" aspect on them that can be tagged to start wrestling the next turn, a block against running the next turn, etc.). And of course the query would get a defense roll if it would normalyl be applicable (like vs. an attack).
But if the chaser doesn't catch up (i.e. make it all the way to the zone where the query ends up), then they don't get a free action (basically they spent their action sprinting).
Regardless of the results, at the end of the turn you'd know where each party was (they've each moved a certain number of zones on the map so you'd know how far apart they are). If the query ends any exchange at three or more zones away, then they've escaped (you can modify the number of zones they have to get ahead depending on the cirumstances).
-John B.
But I wouldn't let them use the Sprinting rules as an automatically successful defense roll (they sprint, therefore forcing the enemy to spend their action sprinting as long as they get over one success, therefore taking up the enemy's action, therefore guaranteeing that the enemy can never attack even if they roll better on the sprinting roll) which is how I interpreted the example in the original post.
But if they were trying to run away and I didn't want to handle it as a chase conflict for whatever reasons, I think I'd give the chaser a free action against the query on any turn that they catch up (i.e. end the turn in the same zone as the query). I'd allow for pretty much any action that can be justified (an attack, a maneuver such as placing a "tackled!" aspect on them that can be tagged to start wrestling the next turn, a block against running the next turn, etc.). And of course the query would get a defense roll if it would normalyl be applicable (like vs. an attack).
But if the chaser doesn't catch up (i.e. make it all the way to the zone where the query ends up), then they don't get a free action (basically they spent their action sprinting).
Regardless of the results, at the end of the turn you'd know where each party was (they've each moved a certain number of zones on the map so you'd know how far apart they are). If the query ends any exchange at three or more zones away, then they've escaped (you can modify the number of zones they have to get ahead depending on the cirumstances).
-John B.