D&D 5e Chase Scenes
From OakthorneWikiJump to navigationJump to search
A chase scene in any scene in which one party attempts to chase down the other.
- Each turn, characters move their base movement, as normal.
During a chase, characters may still take the Dash action, as normal. In fact, it is assumed they will be doing so for most of the chase.
Dashing & Exhaustion
- Players should keep track of how many consecutive Dash actions they take during the chase.
- On any turn in which a character does not Dash, this tally may be reduced by 1.
- Characters have a "Dash Threshold" of 3 + (Constitution bonus).
- If a character equals or exceeds their Dash Threshold, at the end of the chase, their player must make a Constitution save of DC 10. Failure on this check inflicts one level of Exhaustion.
- Characters that are in range of an enemy may make an attack as normal.
- Anyone involved in a chase that is hit by an attack must make a Strength save (DC 10 or half damage taken, whichever is greater) or be knocked prone as a result of the injury.
- Characters making ranged attacks must have line of sight, which is abstracted depending on the environs in question:
- Large open areas (wide open plains or crop fields): Automatic line of sight
- Open areas with some cover (rolling terrain or light forest): Must be within 80' of target
- Areas with significant cover (heavy forests, streets of a town): Must be within 40' of target
- Densely packed areas (subterranean, streets of a city): Must be within 20' of target
- Every chase has several Complications - milestones measured in feet of movement that represent the kinds of obstacles and surprises that can foul up or abet a chase.
- Complications by and large provide the means by which characters can manage to catch up to their quarry, or to escape.
- Many complications force checks and inflict damage, reduced movement, or other penalties for failure at the check, and many even include such (albeit reduced) with successful saves.
- Optional: Some Complications are optional - these are possibly advantageous encounters that can give a character the upper hand, if they can manage the complication. A character who encounters one may choose to take advantage of it, making the associated check. If successful, the character gains a number of feet of movement; if not, they lose movement.
Escaping or Catching Up
- Each chase has an undeclared "finish point" - if the quarry gets to that finish point, they escape safely. The pursuers loose them in crowds, they reach the safety of a haven of some kind, etc.
- The pursuer may end the chase before the "finish point" by forcing the quarry to stop their flight, through injuries, forced movement, knocking them prone, etc.