Chases and Races in standard DnD4E vs. Enhanced DnD4E: Part III
The Scenario: A reminder
We began this essay series by examining a scene from the film, Jurassic Park, where the jeep in which Jeff Goldblum rides as a passenger is nearly swallowed by a running T-Rex. The dinosaur gives chase and threatens the jeep until the faster vehicle ultimately accelerates away. It was argued that this scene could not be reproduced in the DnD4E game world using the standard rules.
In
Part I and
Part II we learned that this is true. DnD4E, in its core form, lacks the tools needed to model this encounter (as we will learn in subsequent commentaries, this is only one of many classic, dramatic combat scenarios that will not work in standard DnD4E).
We have seen also that the
Enhanced DnD4E toolset succeeds in this scenario in every place where the standard rules fail. The mechanics detailed in the book
Combat in Motion were created for this very purpose: To model combat encounters where combatants do not stand still, and this includes races and chases.
However, we haven’t yet seen the original scene reproduced. One element remains missing: The vehicle.
Let’s put the vehicle into the scene.
Let’s restart the chase again on both the standard DnD4E table and on the Enhanced DnD4E table. This time, let’s make our Elf a driver of a wagon. We will then place the wagon on each the tables for our Ogre to chase.
The Recreation in Enhanced DnD4E
Let’s first have a look at how this chase sequence plays out on the Enhanced DnD4E game table.
Let’s position the Ogre---speed 6---just 12 squares away from our wagon. Dangerously close! And let’s do one thing more. Let’s go ahead and give the initiative to the Ogre. Our wagon---speed 10---sits at a stand-still.
What happens next?
The Ogre begins with a sprint toward the stationary wagon. It moves 8 squares---bringing its token or miniature within 4 squares of the wagon’s token or miniature when the first action of the Ogre’s turn completes. With another standard action, the Ogre will charge the still motionless vehicle before it even begins to move away.
But this doesn't happen.
Enhanced DnD4E empowers the Elf driver to act on the Ogre’s turn at precisely this point. She is able to borrow an action from her upcoming turn to move the wagon forward right as the Ogre’s charge commences.
The wagon has a top-speed of 10 but, in Enhanced DnD4E, vehicles do not reach their top speed on their first move action. Vehicles begin all movement slowed. The Elf can manage to move the wagon just 2 squares. However, she is able to complete this action with the wagon in motion and this makes a significant difference when, moments later, the Ogre’s charge slams into the rear of the cart. The Ogre makes this attack now at a -4 penalty (the Ogre receives a +1 for its charge but, in Enhanced DnD4E, attacks to the rear of a moving target are penalized with a -5 to the die roll).
The Ogre’s turn ends. The Elf’s turn begins.
The Elf has used one move action already. She now has just one move action or one standard action remaining on her turn and she must use this action to move the wagon. She is able now to accelerate the vehicle to a crawl: Half the wagon’s movement. She moves the wagon 5 squares. She ends her turn still in motion.
The first round has ended.
It is now the top of the second round. The Ogre is due to take its turn. However, in Enhanced DnD4E, creatures in motion may challenge one another for the opportunity to go first, and the Elf opts to challenge for the top position. If she can take the initiative, she just might escape.
Both the Elf and the Ogre roll a d20 and each adds the appropriate dexterity bonus.
The Elf loses. The Ogre will go first once more.
To avoid attacking its moving target from the rear, the Ogre sprints its full 8 squares and completes the action running alongside the speeding wagon. With a standard action, the Ogre readies an attack. The Elf, accelerating alongside the Ogre glances to her left and sees the monster raise its enormous club.
As the Elf’s turn arrives, she is finally able to move the wagon its full speed of 10. The wagon token or miniature must enter first the square directly ahead as it moves past the Ogre’s token or miniature. This triggers the Ogre’s readied action.
The massive club slams into the side of the vehicle, rocking it back and forth on its axels. (The attack from the side is not penalized by the wagon’s motion but is still subject to a -2 penalty for the Ogre’s motion.)
Speeding onward, the wagon token or miniature is positioned 8 squares ahead of the Ogre when the Elf completes the first action of her turn. Once again, before she can take the second move of her turn, Enhanced DnD4E empowers the Ogre to move right along with her.
With a sprint action, the Ogre is able to sprint 9 squares, losing just a single square in relation to the vehicle. However this loss will prove just enough to allow the wagon to sprint away as the Elf completes the final move of her turn.
The Recreation in Standard DnD4E
On the standard DnD4E table, the Ogre, having won the initiative roll, advances 6 squares then charges another 6 to hit the stationary wagon with a +1 to its attack roll. The Elf now takes her turn and moves the wagon away from the Ogre (vehicles in DnD4E never trigger opportunity attacks for exiting squares adjacent to attackers). The vehicle “runs” 24 squares---well beyond any hope the Ogre might have of catching it.
The “chase” is over.
Sheer excitement.
Enhanced 4E: Combat in Motion is available in print and eBook formats from Enhanced4E.com and is now also available from DriveThruRPG.