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cfmcdonald

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Posts posted by cfmcdonald

  1. On 11/21/2018 at 5:03 AM, Merudo said:

    Thirdly, the rules state that a chase is automatically resolved if the speed of the chasers is less than what they are chasing. This is problematic: if the fleeing character is much worse at avoiding obstacles than the chasers, the chasers may well be able to catch their quarry in time. Also, flying monsters are likely able to catch a faster car if the road is windy. It is telling that the cool illustration of two cars chased by a Hunting Horror on a mountain road (page 143) is almost impossible to happen according to the rules because the Haunting Horror has Move of 11 while the slowest car has a Move of 13, so the cars should automatically escape.

    The car speeds provided are for modern cars. I don't know why they did this since the baseline campaign is 1920s, but check the footnote on the table.  A 1920s car should indeed be MOV 11 or so.

    As far as the windy road vs. flying, I think this is just a case where the keeper needs to exercise judgment.  You could give flying creatures a MOV boost in such a case, or simply rule that the chase should proceed despite the MOV disadvantage because the chaser will have a much easier time avoiding hazards and barriers. 

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