Running Exciting Chases in D&D 5e
I’ve been thinking a lot about chase scenes from movies and TV shows. I wonder what makes them so fun and how we can bring that to Dungeons & Dragons. Movies like Willow and Casino Royale have amazing chases.
Bourne’s escape in The Bourne Identity and Neo’s chase in the original Matrix are unforgettable. A great D&D chase should feel fast, require quick decisions, and include lots of environmental antics. It should also have surprises and not too much direct confrontation.
Key Takeaways
- Chases in D&D 5e should capture the excitement and dynamics of classic chase scenes from film and TV.
- Effective chase sequences require fast-paced action, quick decision making, and creative use of the environment.
- The standard D&D chase rules can feel too similar to combat and require extensive preparation.
- Houseruled chase mechanics can provide a more flexible, improvisational, and urgency-driven experience.
- Careful setup of chase initiative, visual aids, and distances is crucial for running engaging pursuit encounters.
What Makes an Exciting Chase Scene?
Creating thrilling chase scenes in Dungeons & Dragons 5e requires a few key elements. The most important is keeping the action fast-paced. Players and their characters should always be reacting to their surroundings.
They might scale buildings, dodge crowds, or use the terrain to their advantage. This fast pace makes the chase feel urgent and unpredictable.
Another key element is quick decision-making. As the chase goes on, everyone must make fast choices to outsmart their foes. This adds tension and excitement, pushing players to think quickly.
Adding environmental antics can make the chase even more exciting. Players can navigate obstacles, use the surroundings, and engage in intense pursuits. This makes the chase dynamic, immersive, and full of action.
When you combine these elements, you get a chase scene that’s truly exciting. Your players will be on the edge of their seats, eager for what’s next.
Issues with Standard D&D Chase Rules
The Dungeon Master’s Guide has some basic chase rules for D&D 5e. But, I find them a bit lacking. The standard chase rules seem too much like regular combat. They include rounds, initiative, and PC actions every turn.
This doesn’t really capture the fast-paced, reactive nature of a chase. Also, the rules need a lot of upfront mapping and preparation. This can make it hard to run chases on the fly.
Too Similar to Combat
The standard chase rules in D&D 5e are too similar to regular combat. They include:
- Rounds of initiative
- Specific actions each round (e.g., move, attack, dash)
- Ability checks to determine the outcome
This structure is familiar but doesn’t capture the frenetic, unpredictable nature of a chase. Chases should be more reactive and fluid. Players need to make quick decisions to outmaneuver their pursuers.
Requires Mapping and Preparation
The current chase rules in D&D 5e also need a lot of upfront mapping and preparation. The Dungeon Master must have a detailed map of the chase area. This includes specific obstacles and terrain features.
This can be a barrier for DMs who want to run chases on the fly or in more improvised environments. Ideally, I wanted chase rules that could be easily dropped into any situation. They should not need extensive preparation or a meticulously designed map.
This would allow for more spontaneous and exciting chase encounters. They could be woven into the campaign on the spur of the moment.
Houserule: Fast and Fun Chase Rules
I’ve created “Fast and Fun Chase Rules for D&D 5e” to fix the chase rules’ problems. These rules aim to make chases flexible, fast-paced, and urgent. They focus on the chase itself, not just the outcome.
Flexible and Improvisational
These rules are super flexible and easy to start in any situation. They create a thrilling chase without needing detailed plans or maps. The chase’s excitement is what matters most.
Conveys Urgency and Pacing
The chase rules use a simple maneuvering check to move forward. This check, along with managing resources, keeps the chase intense. Players must make quick decisions to outsmart their pursuers.
Chase Statistic | Description |
---|---|
Chase Track | The chase track has 9 zones that participants move through from left to right. It can be adjusted as needed. |
Maneuvering Checks | DC 11 to move 1 zone forward, DC 16 to move 2 zones forward. Rolling a natural 1 results in a complication. |
Dash Action | Requires a Constitution saving throw with a DC that increases by 1 each time it is used in the chase. |
Dodge Action | Provides half or three-quarters cover as a free or full action, respectively. |
Escape/Flee | Requires a maneuvering check at disadvantage if 4+ zones between character and foe, or -2 penalty if 5+ zones. |
Ram Maneuver | Deals damage based on attacker size, with a failed attempt causing half the potential damage. |
Complications | Arise from specific dice results and are subject to DM interpretation, causing setbacks for characters. |
Setting Up a Chase
To set up a thrilling chase in your Dungeons & Dragons 5e game, follow a few steps. First, we’ll discuss chase initiative. Instead of using Dexterity, we’ll use Strength (Athletics) checks. This shows who can run the fastest and overcome obstacles.
Next, use a simple chase visual aid like a number line. It helps you see where everyone is without needing a detailed map.
Lastly, decide on the starting distances between the chase participants. Also, figure out where safe spots are. This gets the chase ready to start.
Chase Initiative
To figure out who goes first, everyone makes a Strength (Athletics) check. The highest score goes first, and so on. This order stays the same for the whole chase.
Chase Visual Aid
Use a number line or similar tool to track positions. It makes following the chase easy without needing a big map.
Establishing Distances
First, decide how far apart the chase starts. Then, find out where safe spots are. Knowing these helps make the chase exciting and full of action.
How to Run a Chase in 5e
Running exciting chases in Dungeons & Dragons 5th edition is different from regular combat. Instead of moving on their turns, everyone moves together at the end of each round. This keeps the action fast and stops characters from getting too far apart.
Movement at End of Round
In a chase, players don’t move on their turns. All participants move their full speed at the round’s end. This makes the chase feel urgent and keeps everyone moving together. It also avoids the back-and-forth seen in regular combat.
Dashing and Exhaustion
Players can dash to move faster, but it risks exhaustion. To avoid exhaustion, they must pass a Constitution check. This adds strategy and tension to the chase.
Encounter Element | Details |
---|---|
Chase Cards | Use about 10 small pieces of paper as “chase cards” to represent the chase route, with the option to use more cards for longer chases. |
Chase Obstacles | Tailor obstacles to match the location of the chase, such as crumbling rooftops, narrow gaps, tightropes, and leaps over quicksand, each assigned a difficulty class (DC) between 10 to 30. |
Base Movement Speed | Assume a base land speed of 30 feet per card, with adjustments made for different scenarios like sailing ships or overland journeys. |
These mechanics make for thrilling chases in your D&D 5e campaigns. The mix of everyone moving together, the risk of exhaustion, and navigating obstacles creates an exciting experience.
Introducing Complications
To make chase scenes in Dungeons & Dragons 5e exciting, I’ve added a system for complications. These can pop up randomly or be set by the quarry. This forces the pursuers to think fast and find new ways to catch up.
Random Complications
Random complications can happen at the start of the quarry’s or the lead pursuer’s turn. They are environmental challenges or hazards that everyone must face. These don’t go away, so they keep causing trouble for those chasing.
To beat these chase complications 5e, you need to pass skill checks. If you fail, you might move slower or even get hurt.
- Sudden appearance of a swarm of bats blocking the path
- A fallen tree blocking the route, requiring a Strength (Athletics) check to climb over
- A crumbling bridge that must be crossed with a Dexterity (Acrobatics) check
Proactive Complications
The quarry can also create proactive complications for pursuers on their turn. They might knock over obstacles or release animals to slow down their pursuers. These random obstacles in chases need skill checks to get past, and failing can slow you down or hurt you.
- The quarry kicks over a barrel, forcing the pursuers to make a Dexterity saving throw or fall prone
- The quarry releases a swarm of rats, forcing the pursuers to make a Wisdom (Animal Handling) check to avoid being slowed down
- The quarry triggers a hidden trap, requiring the pursuers to make a Dexterity saving throw to avoid taking damage
By adding these random and proactive complications, I want to make chase scenes in Dungeons & Dragons 5e thrilling. It keeps both the quarry and the pursuers on their toes.
Ending the Chase
In Dungeons & Dragons 5th edition, the end of a chase can change everything. Whether the quarry is caught or escapes, it affects your adventurers a lot. Let’s look at how these exciting chases can end.
Quarry Caught or Stops
At times, the quarry can’t run anymore. They might get too tired or feel they can’t outrun their pursuers. When this happens, they might stop and give up, letting the adventurers catch them.
This could lead to a tense moment. The adventurers might need to interrogate or negotiate with the quarry. It depends on the situation and the characters.
Quarry Escapes or Hides
But sometimes, the quarry can slip away. They might use their skills to hide from the adventurers. This requires a Dexterity (Stealth) or Charisma (Stealth) check against the lead pursuer’s Perception.
Even if they hide well, the adventurers might not stop searching. This leads to a game of cat and mouse. They try to track down the quarry.
Or, the quarry might find a safe place to hide. This could be a secure spot or a friendly ally’s place. They can then escape the chase for good. This could lead to more adventures as the adventurers try to find the quarry again.
How a chase ends is important. The how chase encounters end 5e rules help make these moments exciting. Whether the quarry captured or escapes, the hiding mechanics in chases keep players engaged.
Conclusion
These “Fast and Fun Chase Rules” for D&D 5e make chases more exciting and flexible. They capture the thrill of high-speed pursuits from movies and TV. Players must make quick decisions and face constant pressure, making the chase the main event.
These rules are great for adding excitement and unpredictability to your D&D campaigns. They solve common problems with the standard chase mechanics. This includes being too similar to combat and needing lots of planning.
Whether you’re chasing through a city or fleeing through the wilderness, these rules add excitement. They help you create thrilling experiences that keep players eager for more. Mastering the chase can make your D&D adventures unforgettable.