Building a Chase
Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses Stealth, selecting Thievery as the other option doesn't really offer opportunities for different types of characters since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a soldier who's terrible at Stealth a way to help. The group can help cover for a character who's less capable at a particular obstacle, but it's more fun for players when you present substantially different options for each obstacle.
Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.
Short: 6 obstacles, about 10–20 minutes of game time
Medium: 8 obstacles, about 15–25 minutes of game time
Long: 10 obstacles, about 20–30 minutes of game time
Setting Obstacle DCs
If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC to be easy or very easy because the PC is likely to be good at the skill they've chosen.
Shortcuts and Split Paths
Ending Chases
Types of Chases
- Chase Down: The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.
- Run Away: The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of the foes at the end of a round.
- Beat the Clock: The PCs try to get through all the obstacles before a certain number of rounds pass, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually equal the number of rounds.
- Competitive Chase: The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there's more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate).