In a comment on the same post, John Harper said: “The classic D&D method gives the PCs the choice to drop food and/or gold pieces to distract or delay pursuers, so it’s not just ‘compare movement speeds.’“
I think that would be an even simpler alternative. In the days where the dungeon expedition was mostly a question of logistics (rations, torches and oil going down and treasure coming up) it makes sense to make the escape a question of resources spent. Forget about chase rules, so to speak.
I guess the number of hit-dice pursuing you should indicate how much you need to drop: a daily ration or 100 gold per hit die squared, perhaps?
– AlexSchroeder 2014-01-13 10:02 UTC
This is the closest to what I’ve been looking for on running away so far!
– Luka 2016-11-15 19:50 UTC
Let me know how it went, if you use any of it! Perhaps all it needs is a little change in the wording. Maybe this: “Chase: If you’re being chased, roll 2d6. One a 12, you made it, no problem. On a 10–11 choose how you managed to escape by picking one of the options below. On a 7–9, it was hard to make your escape. Pick two of the options below. On a 3–6, you didn’t make it. Turn around and fight. On a 2, you were outsmarted and set upon when you least expected it. Endure a surprise round before rolling for initiative!”
The options would be rewritten:
– Alex Schroeder 2016-11-15 22:35 UTC