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Author Topic: Problem Scenarios  (Read 703 times)
Zetesofos
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« on: January 20, 2011, 05:40:01 PM »

So, maybe this thread will be taken over by other people with other 'problems', but for now, I'm looking for some advice.

In my most recent game, I had a severe case of play by the rules vs.  make it up.  Short story, PC's recieve important magic item only to have it stolen the second they walk outside.  Point was not to take it, but make it known people like to steal things, place is dangerous, etc.  In anycase, chase commences, and I realize that with the rules for running don't go so when in combat when you need to 'catch' someone.  I had them roll initative, and went turn by turn placing their speeds vs. a cutpurse (TL3).  They caught up with push limit checks, but going by the rules, there wasn't a way to grapple without losing an action, thus allowing the runner to slip away free.  More importantly, there wasn't really rules for tackling I suppose....it seems silly now but.

What would be a much simpler way to run that little scenario, and avoid all the math of people gaining/falling behind, and the eventual capture.
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ArawnNox
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« Reply #1 on: January 20, 2011, 05:45:05 PM »

I would have just boiled it down to opposed Athletics checks and then an acrobatics check to tackle/trip the thief.
You never need to feel beholden to the RAW. If it bogs things down, then make something up that's simpler.
FC is flexible that way. Wink
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Krensky
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« Reply #2 on: January 20, 2011, 05:46:52 PM »

Well, I would have pulled out the Chase dramatic conflict from SC2.0, but that may not be an issue.

Next time, follow Arawn's suggestion for a quick and dirt. It's essentially the same think the dramcon just does it better and gives more option, although it needs some massaging for FC.
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Mister Andersen
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« Reply #3 on: January 20, 2011, 05:48:37 PM »

Alternatively, the round one of the PCs can enter the thief's square, just initiate a grapple as a free action. The PC either grabs hold of the thief or ends up flat on their face.
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Krensky
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« Reply #4 on: January 20, 2011, 05:52:35 PM »

Or, since we're brainstorming, have that last Athletics Check do double duty.

Or use bull rush. On success, both parties wind up prone.
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« Reply #5 on: January 20, 2011, 09:25:24 PM »

If the PC gets close enough with a spare half action they can trip the guy - that slow down can be plenty for the rest of the group to surround them.  Just in addition to the stuff everyone else has said [which are how I would have handled it].
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Psion
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« Reply #6 on: January 20, 2011, 10:20:32 PM »

I agree you need to be able to tackle someone. Spycraft had this problem, too.

The solution was chase DC. But FC doesn't have that option as written.
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aegis
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« Reply #7 on: January 21, 2011, 03:26:21 AM »

If your PCs get close enough, they can indeed Bull Rush the guy. They can also Trip him, including with ranged weapons (bolas, nets, and lassos are perfect for this purpose). If that is not enough, they can use Narrative Control: they tell you what they want to do, even if it's outside the rules, and you set an action die cost for the attempt. Depending on what they exactly want, the cost may differ:

- If a PC throws himself at the NPC and is ready to fall with him, he spends 1 action die, then attempts an opposed Athletics check. Should he succeed, they both fall sprawled. Should he fail, only him does. Plus additional funny effects in case of a critical success/failure.

- If the PC does not want to fall, basically he wants to perform a free Bull Rush, Grapple, or Trip action in addition to his movement. That is already something else and should cost at least 2 to 3 action dice, in my opinion.
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Typhon
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« Reply #8 on: January 21, 2011, 02:55:16 PM »

And if the group's athletic/acrobatic skills are crazy high, then have the thief "blend" into the crowd after he snags the item.
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