If you're looking to run chases in your D&D/Pathfinder game, this product will serve nicely, as long as the following conditions are met:
- You (the GM) are planning to run an exciting chase scene and have time to do the necessary prep-work.
- The chase will take place in vehicles (cars, chariots, etc.).
- The players have all studied this guide in preparation for the upcoming exciting chase.
The rules work pretty much like combat, with a few tweaks. They fit well into the existing D&D/Pathfinder rules (some minor conversion-work necessary for Pathfinder, obvious and easy). It doesn't feel like some clunky new system that has been hammered onto the side of the existing ruleset. On the contrary, it feels like a natural extrapolation of the existing rules; simple yet deep, elegant really. It's everything the chase rules in the Pathfinder Advanced Player's Guide aren't.
So what's the problem? Well, in the end, it's just not useful for the majority of chases you're likely to have. The biggest problem is a failure to recognize the most notable feature of a chase: spontaneity. In RPGs, as in real life, chases tend to happen suddenly, without warning, and these rules simply don't work that way. These rules assume that chase scenes are to be scripted by the GM ahead of time. If a chase just suddenly happens, because the players decide to run (well, drive), these rules will not work (unless the GM calls for a break, which would be like kryptonite to any sense of pacing in this situation).
Also, these rules assume that all chases happen in vehicles. If someone gets the idea to use their character's run speed to get away, you're out of luck with these rules. (There is a supplement to these rules that covers footraces. If you buy these rules, buy those rules too. I know, I know... just do it.)
Finally, there is the practical matter of familiarity. This is one of those game mechanics where everyone needs a pretty thorough understanding of how they work from the start. Actions during chases are resolved much like combat maneuvers in a fight. Like combat maneuvers, the players need to be familiar with them in order to use them. For example, in order to use the Disarm action in combat, the player needs to know: 1. that attempting to disarm your foe is an option in the first place; 2. what the disarm action actually accomplishes in game terms, and hopefully 3. how to make the attempt, though the GM can supply this information as needed. Familiarity is actually more important in Hot Pursuit, since literally everything you can do in a chase (and it's quite a list) is equivalent to a combat maneuver. The players need to be aware of all their options, so unless you think passing a copy of these rules to the active player each turn is good for pacing, the players have some studying to do before game day. (A better option, as a GM, might be to have the first chase or two run using these rules play like a tutorial, the way video games do. That's how I like to introduce new mechanics in my game.)
It's a shame I can't rate this higher, because I really do like these rules. Hot Pursuit is a stroke of brilliance in rules design (you'll see what I mean if you check them out). It's just that they don't fit in with the realities of the actual gaming table. I'm not even disappointed that I bought it, because I'm convinced that, with a little creative tweaking (which is on my always-growing to-do list), these rules could be made to overcome their biggest problem (spontaneity), or at least be taken as inspiration for some homebrew alternative. I will say this at least: the Hot Pursuit chase rules (including the Hot Pursuit: On Foot supplement) are better than any other chase rules yet devised for the d20 ruleset, and are a clear foundation for a workable yet exciting method for running chases in a tabletop RPG.
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