p.132 Keeper Rulebook has a whole chapter on the rules for chases. This was wholly new for 7th edition. p.414 Keeper Rulebook has a Summary of Chase Rules. The chase rules has some nice ideas, but a fair number of people don't use it because of the improv nature of it. It's also a bit abstract.
Before 7e, most people just did an extended test, for example requiring PCs to make 3 DEX rolls to get away. This was of course also very lackluster.
The best implementation of the new Chase Rules that I've experienced was from Heinrich D. Moore's The Great Trap. Instead of making up the chase on the fly, he made cards for each location describing the Hazards / Barriers for each location. So, instead of making it up on the fly, he thought about it earlier and designed it.
The problem comes in when you get an unexpected chase. As a GM, you expected some sort of combat as the resolution, but the PCs decide to run for it. Now, you have a chase situation and you forgot to prepare one, so now you've got to put your improv hat on and try to make an exciting chase.
Do you break out the Chase Rules? Is it worth the time and effort? Does switching to the new chase rules break immersion? Does spending a few minutes re-reading the rules kill the pace of the game?
CoC 7e Chase Rules:
Pros:
- Codifies how to do chases so it's consistent between GMs.
- Handles groups of individuals in different locations.
- When done properly, it works great and becomes cinematic.
Cons:
- Chase Rules look abstract and is a different subsystem that has to be learned.
- Rules look complicated with many steps.
- Requires heavy lifting from GM. GM either needs to plan ahead or have great improv skills.
- Done improperly, it just looks like dots on a sheet of paper.
What if you want just a quick and dirty resolution?
I recommend going back to the extended test, but borrowing some of the ideas from the Chase Rules.
I'd go in DEX order and ask each Player what their PC would do. If they're running for it, make them roll DEX rolls. I also ask each PC, when it's their turn, if they're sticking with the other PC or scattering. Sometimes the PCs are all running for a car; sometimes they're scattering, hoping that some of them would get away. If they're hiding, make them do Stealth rolls. If they're climbing a tree, Climb rolls. Jumping a ravine, Jump rolls. Swim across a river, Swim roll. Once they've started running, you may ask for CON rolls to see if they tire out instead of doing repeated DEX rolls. In any case, anybody who fails become targets of the Chaser. Ask all the PCs who failed their rolls what their Luck is, the Chaser goes after the PC with the lowest Luck. The unluckiest one gets attacked. If everyone made their rolls, then the Chaser still goes after the PC with the lowest Luck. The Chaser may then have to make a skill check to catch up with the unluckiest PC.
For the next round, I'd go through the PCs again asking what they're doing. Again have them roll skill checks, if they want to do the same thing again (which they might do as they might have picked their highest skill to get away), you may switch to a CON roll to see if they tire out. If the Chaser is still occupied (hasn't killed the unlucky PC yet), then the PCs get a reprieve. Otherwise, the Chaser goes after the next unlucky PC who failed their skill check. Repeat this until you've decided the PCs have gotten away (I generally go with the rule of three, 3 successes and you're out of there) or the Chaser has taken care of all the pesky kids (investigators). PCs who may have hidden or climbed a tree (stationary targets), might still get targeted, depending on their levels of success and number of successful skill checks, all at the GM's discretion.
Fumbles will draw the attention of the Chaser.
That's my simplified Chase Rules.
Instead of making the GM do the heavy lifting, put part of the burden on the Players, they decide what their PC does. Their skill rolls determine if they get away or not. Lowest Luck determines who gets targeted by the Chaser.
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