|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
All Rules
|
Downtime Rules
Vehicles
/
Vehicle Encounters
/
Chase Combat
Pacing
Source
Tech Revolution pg. 89
Because escaping and getting left behind (Core Rulebook 284) are relatively easy in Starfinder, requiring only a two-zone difference, it’s valuable to plan for ways to extend an important chase scene near the encounter’s start and help the PCs succeed near the end. This ensures that the chase doesn’t end prematurely and uneventfully, and it allows the PCs to experience the different environments you’ve created for them.
Extending a chase scene is more art than science, especially since bad die rolls could stymie even the best drivers. If one party is too far ahead, adding complications could slow them down, and removing earlier complications for whichever group is behind could speed them up. Be careful of using too much overt manipulation, however, as a heavy hand can dispel the idea that the chase was ever fair.