Chase and Pursuit Mechanics: Dungeons & Dragons Lacks A Robust Rules System For Chases. This Document Describes A
Chase and Pursuit Mechanics: Dungeons & Dragons Lacks A Robust Rules System For Chases. This Document Describes A
Chase and Pursuit Mechanics: Dungeons & Dragons Lacks A Robust Rules System For Chases. This Document Describes A
As a Dungeon Master, I1 think chase scenes are quite wonderful as narrative devices. When you
chase the bad guys, do you charge ahead of your friends, heedless of the danger? When you are
carrying a treasure chest while being chased by the monsters, dare you let go of it? Yet
Dungeons & Dragons lacks a robust rules system for chases. This document describes a
provisional system. It is open to change, depending on playtesting.
Chase scenes need to open up these possibilities. In D&D, I think they are best done as
represented by a process of several iterations. This can add a sense of agnosticism and risk in the
game, which is good; as a DM, one often wants to have reached a situation where victory and
death teeter on a die roll. This can also become boring if overextended, as chases are not tactical,
blow-by-blow accounts as combat is; they are best represented in a more abstract way.
A chase system, basically, needs to determine one of several outcomes involving a pursuing and
a pursued party, including:
The chase system is represented by chase points, which represent an abstract accumulation of
progress in a chase. It is not really meaningful to state that a single chase point is exactly
equivalent to this many feet; the point is to get a relative idea of ones progress in a chase. As a
very flexible measure, a difference of a single chase point represents 60 feet.2 (Chase in this
sense is used loosely. A chase can be a straight pursuit across an open field, but it could also
represent a game of cat and mouse through labyrinthine urban streets, or a friendly footrace.)
Chase points do not represent how much distance one has covered over a chase. They are rather a
statement of ones relative distance from other characters. Characters can gain 0 chase points
over a chase; this does not mean they are standing still, but being overtaken by characters who
are gaining chase points.
1 The author is David Song: I specify this not to claim authorship but to avoid the illusion of presenting rules without personal
perspective.
2 D&Ds tactical speed cannot by itself resolve a chase scene. Two individuals may each have a base speed of 30 feet, but it is
bizarre to conclude that they simply each move 60 feet each round in perpetuity.
Starting number of chase points
By default, the pursuing party begins with 0 chase points. By default, the pursued party begins
with 0 chase points. This presumes that both parties are within about 50 feet of each other. Adjust
starting chase points as follows:
If combat has not already preceded the chase, the DM may allow for one round of combat,
allowing the pursuers to have a chance to restrain or slay their enemies first.
The pursued party must accumulate a set number of chase points to escape the pursuers. This
depends on numerous factors, in particular the terrain and degree of visibility. It also depends on
whether the pursued partys goal is simply to exhaust their pursuers, hide from them, or reach
some safe zone.
Each chase round, characters make rolls to determine if they gain chase points, and how
many. As a rule of thumb, a chase round is equal to about one minute, but potentially more or
less, depending on the environment and relative speed. (Two humans of nearly equal speed could
pursue each other for well over an hour through a forest. When a knight on horseback chases
after a peasant, the struggle is soon over.) Non-player characters (NPC) may make a collective
roll, if they are sufficiently alike for the purposes of a chase.
Typically, characters will make Athletics rolls in a chase; call each of these rolls the chase roll.
However, the environment may allow use of other skills (see below). Follow this table to
determine chase points gained.
Characters can be impacted by their gear and equipment, and may suffer penalties. (While heavy
armor often does not impose penalties to tactical speed, it does hinder ones ability to chase.)
These penalties are cumulative, and stack with advantage and disadvantage.
Problem Penalty
You are wearing heavy armor -2
You are awkwardly carrying some heavy or large -2 to -4
thing, like a greased pig
You are carrying a human body -5 or worse
Your attention is focused on a simultaneous task, -2 to -8
e.g. slurping potions, using magic, relaying
complex orders
There is some environmental problem that affects -2 to -8
you but not the opposing party.
Characters may choose to gain fewer chase points each round, should they wish to keep pace
with their fellows. Characters may choose to not roll and simply lose as many as chase points as
they wish, representing their turning around.
At the beginning of the chase round, the DM may roll a 10-sided dice to determine some
environmental factor that affords the characters to make rolls other than Athletics. Call this the
environment die. Have only one alternative per chase round.
There is no such thing as initiative in a chase round. All rolls are made simultaneously, then new
case points compared among parties. See the next section for determining outcomes.
Running desperate
Once per long rest, a PC can choose to run desperate. This represents pushing your body to
near exhaustion, without regard for ones well-being. Running desperate costs half of your hit
points (round down), and you cant use it if it would bring you to 0 hit points. This hit point loss
represents strained lungs, sore feet, wooziness, hitting the ground as you leap from a balcony to
tackle someone, etc. Typically, this hit point loss cant be prevented or reduced.
When you go desperate, you may make the chase roll with advantage, and you get an extra chase
point regardless of the result. However, if you get a result of less than 10, you lose all your chase
points, and fall prone.
Obviously, this is a desperate tactic, perhaps best reserved for when fighting ones pursuers is
hopeless. (A tip: If you are retreating from a fight gone wrong, consider fleeing before you reach
half your hit points, so you can go desperate.)
opportunity to show off his Acrobatics or Stealth skills, they really shine.
Attacking in a chase
As a rule of thumb, a character can attack another character with an attack, whether with spell or
weapon. Simply treat this as the Attack action (or similar spellcasting action). In doing this, a
character forfeits his chase roll, gaining no chase points.
Resolving a chase
At the end of each chase round, compare ones chase points. Determine an outcome in this order:
- If the pursued party reaches their target chase points, then the chase is resolved in their
favor: They manage to flee, hide, or otherwise get away. The pursuers may be exhausted
or simply frustrated.
- If any of the pursuers have chase points that exceed the pursued, then they may force a
confrontation (usually combat) with any of those pursued, at the end of each chase round.
This is optional: pursuers may choose to keep pursuing, possibly so their allies can join
them in battle. This means that a pursued starts to stagger due to exhaustion, a man
corners his victim in an alley, and so forth.
- When combat is initiated in this way, combat begins with the pursuers adjacent to
the pursued, or further away if they wish.
- In the first round of combat, the pursuers have advantage on initiative, and
advantage on attack rolls against the pursued. Similarly, in the first round, pursued
have disadvantage on saving throws from their pursuers.
- In the first round of combat, the pursued cannot take the Disengage action, and
their speed is halved (round down). They have disadvantage on Dexterity saving
throws.
- If the pursuers exceed the pursueds chase points by more than 1, then they can
have advantage on a single attack roll against the pursued for each such chase
point. They can bank these uses for about the first minute of combat. Example:
A chase ends with the pursued at 4 chase points, and the pursuers at 7 chase
points. The pursuers have 2 extra chase points. They can choose to have
advantage on two attack rolls against the pursued.
This means that some but not all individuals in a chase can be joined in combat, with the others
hustling to catch up. As a rule of thumb, it takes pursuers 1 combat round for each chase point
away from the successful pursuer, to catch up to being 60 feet away from combat. It takes
pursued 1 combat round for chase point away from the pursued, to catch up to being 60 feet
away from combat. Suffice to say, scattering during a chase may be unwise.
If the pursuers catch up to the pursued and simultaneously the pursued reach their target number,
then the pursued successfully escape.
The DM will commonly treat NPCs as a single entity for the purposes of a chase, especially if
they are homogeneous in character or narrative role. The players may treat their party as a single
entity as well.
This means that the party chooses to move as one. It cannot benefit from any individual bonuses
to speed, e.g. a barbarian or monks bonuses to speed. Its combat speed is as slow as its slowest
member. Each chase round, the players (as a group) make a single chase roll. For odd-numbered
chase rounds (1st round, 3rd round, 5th round ), the slowest PC does the chase roll; the DM
decides who is the slowest, and may change his mind partway through a chase. For even-
numbered chase rounds, another PC is randomly selected to apply his Athletics modifier to the
case roll.
The intent here is to simplify chases, but to reflect that the party is to some extent hobbled by
their slower members. What is happening in the story is that the PCs are as whole in pursuit
(with faster members slowing down to stay with slower ones), but responsibility for the chase
roll is distributed among them.
(Players are fond of calmly discussing strategy and choices while their characters are physically
stressed. The DM may rule that deep conversation during a chase imposes a -1 to -2 penalty to
chase rolls.)
When special results of the environment come up during chase rolls, the players may have the
option to instead choose a PC to make the roll. (The ranger sees an opportunity to hide behind a
mossy boulder. The barbarian intimidates a crowd into parting.)
Various abilities affect this system. Here is an incomplete accounting for them:
- As a rule of thumb, a tactical speed of 40 feet grants an automatic 1 free chase point per
chase round, a speed of 50 feet grants 2 free chase points, and so forth for each increment
of 10 feet. A speed of 25 feet causes an automatic loss of 1 chase point every odd-
numbered chase round (1st, 3rd, and so on.) This supposes a norm of 30 feet. Adjust
accordingly in different situations.
- A fighter can use his action surge ability to gain one free chase point per chase round.
- A monk can spend 1 ki point per chase round to add his Wisdom bonus to his chase roll.
- A ranger in his favored environment can add his Constitution or Wisdom modifier to each
chase roll.
- A rogues cunning action ability allows him to add one free chase point for the first three
chase rounds.
- Spells have to be decided on a case-by-case basis. For example, misty step adds a mere
+2 to a single chase roll, because its teleportation of 30 feet is not great compared to the
distance covered in a chase. On the other hand, expeditious retreat is quite consequential,
allowing one to gain one free chase point per chase round.
Apply a degree of common sense with this chase system. Ordinary humans cannot outrun bears,
ordinary knights cannot outrun dragons. I suppose PCs should be given some fighting chance to
escape even a terribly fast opponent.
Example time!
That was a lot and we learn well through examples. Here is one: Let us say that the Barbarian (3rd
level) and the Sorcerer (3rd level) are chasing four bandits through a thick forest, at dawn. The
DM will treat the bandits as a single entity for the purposes of the chase.
The bandits are fleeing a fight gone wrong, so the DM decides they begin with only 0 chase
points. As pursuers, the Barbarian and the Sorcerer begin with 0 chase points. Since the terrain is
a forest, the DM decides the bandits must acquire 6 chase points to escape.
The DM sets the bandits Athletics modifier at +2, and their Stealth modifier at +4. The
Barbarians Athletics modifier is +4. The Sorcerers Athletics modifier is +0. The sorcerer can
cast misty step once, which is decided to give her a +2 to a chase roll each time it is cast. There
are no other magical complications.
Beginning status
Pursued Chase points Pursuer Chase points
Bandits 0 Barbarian 0
Sorcerer 0
Round 1: The DM and the players of the Barbarian and Sorcerer make chase rolls
simultaneously. The DM also rolls a d10 environmental die, declaring: For each chase round,
when I get an 8 or higher on this die, the bandits may use Stealth instead of Athletics, as there is
the opportunity to hide. When they do this, they also get a +5 to their roll, being proficient in
Stealth.
Round 1 choices: The Sorcerer uses her misty step, gets a +2 on her Athletics roll. The barbarian
quaffs a potion while in pursuit; the DM rules that this minor setback gives a -2 penalty to his
roll. No environmental complication.
Round 1 results: Bandits get a net result of 17 (+1 chase point); Barbarian gets a 13 (+1 chase
point); Sorcerer gets a 7 (+0 chase points). The chase is on and far from over.
Round 1 results
Pursued Chase points Pursuer Chase points
Bandits 1 Barbarian 1
Sorcerer 0
Round 2: The DM gets a 10 on the environmental die. Bandits may use Stealth instead of
Athletics, and get a +5 for being proficient in Stealth.
Round 2 results: Bandits get a result of 25 (+3 chase points); Barbarian gets a 9 (+0 chase
points); Sorcerer gets a natural 1 (-1 chase points). The bandits dodge through the forests; our
heroes are losing sight of them.
Round 2 results
Pursued Chase points Pursuer Chase points
Bandits 4 Barbarian 1
Sorcerer -1
Round 3: No complications.
Round 3 results: Bandits get a result of 4 (+0 chase point); Barbarian gets a 15 (+1 chase point);
Sorcerer gets a 14 (+1 chase point). Although our heroes are getting their bearings, the bandits
are still perilously close to escape.
Round 3 results
Pursued Chase points Pursuer Chase points
Bandits 4 Barbarian 2
Sorcerer 0
Round 4: The DM gets a 10 on the environmental die. Bandits may use Stealth instead of
Athletics, and get a +4 for being proficient in Stealth.
Round 4 results: Bandits get a natural 20, with a result of 26 (+4 chase points!); Barbarian gets a
14 (+1 chase point); Sorcerer gets a 13 (+1 chase point). The bandits slip like snickering foxes
into the woods, hiding behind some wooded slope. The Barbarian and Sorcerer search the forest
but to no avail. They begin blaming each other.
Round 4 results
Pursued Chase points Pursuer Chase points
Bandits 8 (reached target number) Barbarian 3
Sorcerer 1
The chase took four rounds. That means the chase elapsed about four minutes. With a base speed
of 30 feet, our heroes and scoundrels covered perhaps 2,000 feet over that time, or nearly half a
mile. The DM decides such a distance is unlikely for a forest, and decides to halve it to a distance
run of about 1,000 feet.
Another example
Consider the same situation, and let me clarify that one bandit is badly wounded. This does not
affect the mechanics of the chase, but it means our heroes realize that they have an opportunity to
strike down that poor bandit, rather than confront the bandits as a group.
Beginning status
Pursued Chase points Pursuer Chase points
Bandits 0 Barbarian 0
Sorcerer 0
Round 1: The Barbarian and Sorcerer choose to take their chances, rolling Athletics so they can
catch up to all the bandits, not just one.
Round 1 choices: The Sorcerer uses her misty step, gets a +2 on her Athletics roll. No
environmental complication.
Round 1 results: Bandits get a result of 13 (+1 chase point); Barbarian gets an 18 (+1 chase
point); Sorcerer gets an 11 (+1 chase point). Our heroes are hot on the heels of these varlets! If
our heroes can beat exceed the bandits chase points next turn, they can force combat.
Round 1 results
Pursued Chase points Pursuer Chase points
Bandits 1 Barbarian 1
Sorcerer 1
Round 2 results: Bandits get a 10 (+1 chase point); Barbarian gets a 13 (+1 chase point); Sorcerer
gets a natural 1 (-1 chase point). Too bad for our heroes. The chase continues.
Round 2 results
Pursued Chase points Pursuer Chase points
Bandits 2 Barbarian 2
Sorcerer 0
Round 3: This is where the barbarian makes a decision to throw a javelin at the injured bandit.
His chase points equal the bandits, so he doesnt suffer from any disadvantage. Sure, he could
try to pursue the chase, but hed rather trust his throwing arm. Plus, his sorcerer is lagging behind
him a straight-up confrontation could be unwise. The Sorcerer keeps chasing, since she is
behind anyway. (There are no environmental complications.)
Round 3 results: The Barbarian makes an attack roll against the bandit. The bandit takes damage,
and reaches 0 hit points.
The other bandits get a chase roll result of 18 (+1 chase point), and the Sorcerer gets a 15 (+1
chase point).
Round 3 results
Pursued Chase points Pursuer Chase points
Bandits 3 Barbarian 2
Sorcerer 1
At this juncture, the bandits havent yet escaped, though they are ahead. Our heroes are faced
with the decision whether to pursue the remaining three, or be satisfied with capturing a single
bandit. The more they dither -- or attempt to heal the defeated bandit -- the further the rest of the
gang gets away