FrankTrollman at [unixtime wrote:1204612746[/unixtime]]You do need Chase Rules. nWoD has Chase Rules which are bad, D&D has no chase rules and that's even worse.
But getting away should be something as exciting and filled with peril as standing and fighting. Otherwise you just get into a situation where nobody ever runs from combat, like in D&D where you can't get away from 90% of the monsters anyhow.
-Username17
So, we could use some of the combat mechanics and have there be 'chase attacks,' which I'm going to call 'gambits,' which attempt to close or widen the gap. Strength gambits include jumping wide gaps and pushing over apple stands, Dexterity gambits include diving through narrow openings and running over uneven terrain, Constitution gambits include long stretches and sewer detours, Intelligence gambits include double-backs and chase geometry, Wisdom gambits include pacing yourself and spotting hazards the other guy doesn't, and Charisma gambits include 'you're a yellow-bellied coward' and 'you'd have to be an idiot to follow me in
here.'
When a chase begins, the pursuer has a lead of X, depending on circumstances. Pursuit gambits reduce the lead, quarry gambits increase it. When the lead hits Y, the quarry has escaped. When the lead hits 0, the quarry is caught. I think the last-used pursuit gambit would determine
how the quarry is caught, from 'tackled,' to 'cornered,' to 'convinced to stop.'
Gambits can also involve injury. Sometimes a gambit is 'shoot him,' and sometimes it's 'jump over a waterfall.'