1:10 Can't forget the classic, Two Workers Carrying a Large Pane of Glass. I don't think industrial float glass manufacturing has been invented on Golarion yet, so large panes of glass are even more expensive!
A few weeks ago, had an encounter turn into a spontaneous chase when the event necromancer tried to flee. He got a huge head start thanks to a Dimension Door spell & a solid Stealth roll, so I busted out Paizo's chase cards. At which point, the Necromancer proved unable to roll above a 10 on any skill check. The party caught up to him at the "Trash Heap" Obstacle & unceremoniously buried him in the refuse. It was a fun session!
So many thanks for this vid. GMed this WE and my player took a route I wasn't totally preped for, just the overall details. They tried to force a passage in a forest occupied by an orc ghost army. They fought a group of them, calling to their brothers while they were put to rest. After the fight, they heard the rest of the undead horde approaching. Initially, I would have gone for something a bit more stale with back and forth with my players. I did that before and didn't manage to make an interesting pacing. So I'm here, hesitating on how to approach it... And then I remembered this video from the day before, and decided to give it a try (homebrew on the spot, I didn't show them the steps ahead, just how many there were). They loved it. Lacked a bit more preparation on my end to hammer down description of fear and horror as the army was possibly closing in, but at least the pacing was great and they had a blast. Even more than our usual homebrew skill challenges. I'll definitely use this again, with more prep next time I hope.
If you like it, I would recommend to check the other subsystem in the GameMastery Guide too, like the infiltration for example. I wouldn't use it as such but it's a very good starting point IMHO.
I used these rules to run an obstacle course at a festival where the prize was a magic item. The party loved it. We even built in some (on the fly) obstacles where some party members not participating in the obstacle course did some subterfuge cheating (the runners needed to overcome their survival DC to avoid a trap for instance). There are lots of ways you can use these rules for fun encounters and sessions.
I think I still prefer the way it was done in the fall of plaguestone. (Need an amount of chase point total to succeed, each obstacle grant 2, 1, 0, -1 chase point for the check result and next check is always the next obstacle. Nobody get stuck, only the more success you have to more you close the gap. If you don't get to the target before the end of the chase, then the target flees). It's a lot more dynamic than maybe having players do 2-3 checks on the same thing.
Chases are one of my favorite subsystems in PF2. I purchased the Chase card deck which is great for spur of the moment chases and easily modified to the current game scene, imho.
I realize there is some dust on this thread, but this subsystem has suddenly become relevant. I just want to validate one item that I think I heard: The flow of the chase sequence involves each character involved making a SINGLE attempt at the obstacle in the round - is that correct? Or is that open to the usual interpretation? Each character gets ONE shot at overcoming the DC of the obstacle in their turn - no retries or additional tries for more points in the same turn - yes? And then they have 2 actions to do other things - which might include trying to aid others in completing their own attempt to overcome?
So if a the Group is chasing down a single opponent through a city, does the opponent only need 1 Chase Point to overcome obstacles while a group of 4 players need 4 CP? Did I get that right ?
The gamemastery guide recommends an automatic movement of 1 obstacle per ‘turn’ for the enemy. If you did want to role for the enemy turn, yes it would take 1 chase point to advance to the next obstacle, but I feel it would be best to use the solo chase rules for the enemy and the normal chase rules for the party so the enemy doesn’t get too far ahead by critically succeeding.
Two answer this 2 years later for anyone reading comments now: yes and no on the PC side. The GMG says half of the obstacles will require 1 point fewer than the number of party members (so 3 CP for 4 players) and the other half will require 2 fewer (so 2 CP for 4 players). Challenges can, of course, require CP equal to the party size or even more if it's especially challenging.
1:10 Can't forget the classic, Two Workers Carrying a Large Pane of Glass.
I don't think industrial float glass manufacturing has been invented on Golarion yet, so large panes of glass are even more expensive!
A few weeks ago, had an encounter turn into a spontaneous chase when the event necromancer tried to flee. He got a huge head start thanks to a Dimension Door spell & a solid Stealth roll, so I busted out Paizo's chase cards.
At which point, the Necromancer proved unable to roll above a 10 on any skill check.
The party caught up to him at the "Trash Heap" Obstacle & unceremoniously buried him in the refuse.
It was a fun session!
So many thanks for this vid.
GMed this WE and my player took a route I wasn't totally preped for, just the overall details.
They tried to force a passage in a forest occupied by an orc ghost army. They fought a group of them, calling to their brothers while they were put to rest. After the fight, they heard the rest of the undead horde approaching.
Initially, I would have gone for something a bit more stale with back and forth with my players. I did that before and didn't manage to make an interesting pacing.
So I'm here, hesitating on how to approach it... And then I remembered this video from the day before, and decided to give it a try (homebrew on the spot, I didn't show them the steps ahead, just how many there were). They loved it. Lacked a bit more preparation on my end to hammer down description of fear and horror as the army was possibly closing in, but at least the pacing was great and they had a blast. Even more than our usual homebrew skill challenges.
I'll definitely use this again, with more prep next time I hope.
These are way underused, my group has really enjoyed when I do these as it lets all players be creative using skills or other resources.
I agree! My players LOVE this style of chase scene. I use these mechanics in all the RPGs I run, not just Pathfinder.
THANK YOU! I looked at the rules on Archives of Nethys and was overwhelmed. This really helped!
Awesome! You might also want to check out this video to see an example of the Chase rules being used: ua-cam.com/video/4XivwdIiauo/v-deo.html
@@HowItsPlayed Danke!
@@HowItsPlayed please add this link to the video description!!
I didn't even know this was a thing until now. Thankyou.
I'll share this link with other DMs in my group.
Please do! Thanks!
If you like it, I would recommend to check the other subsystem in the GameMastery Guide too, like the infiltration for example. I wouldn't use it as such but it's a very good starting point IMHO.
I used these rules to run an obstacle course at a festival where the prize was a magic item. The party loved it. We even built in some (on the fly) obstacles where some party members not participating in the obstacle course did some subterfuge cheating (the runners needed to overcome their survival DC to avoid a trap for instance). There are lots of ways you can use these rules for fun encounters and sessions.
Now that's an interesting thing to add to a session.
Thanks
I think I still prefer the way it was done in the fall of plaguestone. (Need an amount of chase point total to succeed, each obstacle grant 2, 1, 0, -1 chase point for the check result and next check is always the next obstacle. Nobody get stuck, only the more success you have to more you close the gap. If you don't get to the target before the end of the chase, then the target flees). It's a lot more dynamic than maybe having players do 2-3 checks on the same thing.
improvisation is always the biggest keyword in a roleplaying game ^^
Chases are one of my favorite subsystems in PF2. I purchased the Chase card deck which is great for spur of the moment chases and easily modified to the current game scene, imho.
Ok I'll have to make use of that.
I realize there is some dust on this thread, but this subsystem has suddenly become relevant.
I just want to validate one item that I think I heard: The flow of the chase sequence involves each character involved making a SINGLE attempt at the obstacle in the round - is that correct? Or is that open to the usual interpretation? Each character gets ONE shot at overcoming the DC of the obstacle in their turn - no retries or additional tries for more points in the same turn - yes?
And then they have 2 actions to do other things - which might include trying to aid others in completing their own attempt to overcome?
So if a the Group is chasing down a single opponent through a city, does the opponent only need 1 Chase Point to overcome obstacles while a group of 4 players need 4 CP? Did I get that right ?
The gamemastery guide recommends an automatic movement of 1 obstacle per ‘turn’ for the enemy. If you did want to role for the enemy turn, yes it would take 1 chase point to advance to the next obstacle, but I feel it would be best to use the solo chase rules for the enemy and the normal chase rules for the party so the enemy doesn’t get too far ahead by critically succeeding.
Two answer this 2 years later for anyone reading comments now: yes and no on the PC side. The GMG says half of the obstacles will require 1 point fewer than the number of party members (so 3 CP for 4 players) and the other half will require 2 fewer (so 2 CP for 4 players). Challenges can, of course, require CP equal to the party size or even more if it's especially challenging.