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Call of Cthulhu 7th Edition Chase rules demonstration Part 1 the foot chase.

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Arkham Audio

Arkham Audio

Күн бұрын

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@KiallVunMyeret
@KiallVunMyeret 9 ай бұрын
This video was superhelpfull thanks There was one thing about the chase rules that worried me a little and it luckily happened in this video. That being the poor sod who only had one movement action fail a single roll and suddenly have to skip their next 3 turns. That feels unnecessary harsh and also really hard to make narrativily sense. How do you explain for example a character slipping and sliding in mud for 3 whole rounds without turning what was suppose to be a serious chase into a benny hill situation. I think I will instead rule that instead of losing 1d3 movement points you end your turn and skip your next one. I feel that makes more sense too. After all the difference in speed is how fast a character can move and if Usain Bolt and a overweight gym teacher have to race and both slip on mud they are moving at the same speed in that moment. That being zero. So failing a hazard should effect everyone equally i feel
@thecaveofthedead
@thecaveofthedead Жыл бұрын
So it all finally clicked thanks to ths vid. Previous explanations I've watched - and the rulebook - bog you down in details. So thanks for that. But one thing I think all my listenings to actual play chases illustrate for me: I'm definitely confident about my house-rule of subsuming jump and climb under an athletics skill. These skills are now of critical importance with chases - rather than occasional skills for exploring locations. To me this seems a little like the problem of the spot-hidden vs. listen which I'm also subsuming under perception. I think too many GMs are going to wind up doing as Paul did here: allowing a dex check instead of the appropriate skill check. Because you'll otherwise reveal the bumbling players' physical incapabilities every time there's a chase. Give them an athletics skill. Let them use it for combat advantage (jumping on a table, sliding under cover etc.). Let them know how it can be used like that or in chases to make sure that most players find their characters as physically capable as in their imaginations by starting off with a decent 45% or so. Then your chases can be truly dynamic rather than finding that 4/5 of them have 20% on every obstacle check.
@Raven.flight
@Raven.flight 3 жыл бұрын
15:56 - Plot twist: Nathan fails his dodge roll, the cyclist knocks him down as well, meanwhile Mike extracts himself from under the book shelves and nonchalantly walks over to the cultist and apprehends her lol
@arkhamaudio5143
@arkhamaudio5143 3 жыл бұрын
In hindsight I think perhaps me using a pulp character and Mike using a standard 1920s was not balanced lol.. however Mike is the star of the chase in part 2 the vehicle chase.
@Raven.flight
@Raven.flight 3 жыл бұрын
Important thing that was missed here: Hazards: A Hazard needs to be overcome or will risk doing damage and/or reduce your speed (i.e. need a number of movement points to overcome); Barriers: A Barrier needs to be overcome. If the roll fails, you are stopped dead until you can overcome the barrier. Hazard examples = Low fense or a crawlspace. Barrier examples = locked door or chasm.
@arkhamaudio5143
@arkhamaudio5143 3 жыл бұрын
It does mention that. It talks about when the the cultiat gets then takes damage and looses 3 action points. Also when Mike falls over.
@Raven.flight
@Raven.flight 3 жыл бұрын
@@arkhamaudio5143 don’t recall it mentioning Barriers which was more my point.
@arkhamaudio5143
@arkhamaudio5143 3 жыл бұрын
Good catch! And thank you for letting me know I will see if I can figure out if I can add something here
@arkhamaudio5143
@arkhamaudio5143 3 жыл бұрын
Ian would you mind shooting me an email I have a question for you. ndsigns74@gmail.com
@thecaveofthedead
@thecaveofthedead Жыл бұрын
@@Raven.flight I'd like to see another example which does include this. Perhaps an example in which the pc's are fleeing to see how the GM reacts to their unexpected choices.
@torenatkinson1986
@torenatkinson1986 3 жыл бұрын
I'm all for rolling dice but I feel like the Con roll at the beginning is a step that can be skipped. Maybe it would have been more illustrative if somebody had failed their roll or gotten an extreme success. Why not just have everyone start at their inherent movement scores, until somebody thinks of something to give them an advantage or the other party a disadvantage (i.e. knocked over shelf obstacle)
@arkhamaudio5143
@arkhamaudio5143 3 жыл бұрын
I totally get what you are saying. I think its to illustrate your physical fitness level and sustained motion over time vs explosive motion. I kinda feel it would be interesting to have checks throughout the chase if its prolonged where on the first con check you can get a bonus to movement.. perhaps on subsequent checks you only loose or maintain representing the toll the physical exertion is taking on you. Either way thank you for watching :)
@Raven.flight
@Raven.flight 3 жыл бұрын
To a certain extent I agree with you Toren. Given it's only on a fail or extreme success, the chances are small it's going to make a difference, so why bother. However, if there are 4 or 5 character's involved that really does start to increase the chance that SOMEONE is affected by the roll, and I think that the game theory is that it gives everyone a chance to be involved, even if they are slow and have a crappy Con. They can ALWAYS have a lucky roll. Talking of luck, also remember that there is no reason why (if using the optional luck rules) that you couldn't burn luck to be involved (by spending luck to passing a Con roll).
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