I recently DM'd a session that resulted in PCs dashing to and fro around an airship looking for intruders and/or missing crewman after spectral undead attacked their vessel.
I dawned on me that the PHB (p.190-192) rules, covering moving up to a characters Speed and taking Dash actions, provide for consistent reliable movements rates but make no allowance for characters willing to push themselves at the risk of failure or some kind of disadvantage.
Instinctively I allowed Athletics or Acrobatics checks for characters to sprint or parkour their way around the vessel at faster movement rates and in the time since I have tried to devise a balanced homebrew rule I can use consistently, while wondering if anyone else already has something similar they use.
Some reasoning...
A quick internet search tells me an average man jogs at 8.3 mph or 100m in 27 seconds. Thats 328 feet per 27 seconds or 72 feet per 6 seconds.
The PHB sets a human's speed at 30 feet per move, or 60 feet per 6 second round if they add in the Dash action. Pretty good fit for walking or jogging I think but what if you want to sprint, not merely jog?
I'm thinking, DC 15 skill check to increase your base speed by 50% for one move (not increasing the Dash action) or DC 20 to double it. If you fail the check your movement is not increased and if you fail by 10 or more, you must make a dexterity check against the same DC or fall prone after moving 1d6 squares (or 1d6 x 5 feet if not using squares).
The same skill check can be attempted once per Constitution bonus point (so 3 times for 16 to 17 Constitution) per short rest without penalty, but any further attempts are made at disadvantage.
Athletics seems like the applicable skill for running over open ground, or Acrobatics for "parkouring" over difficult terrain or obstacles.
Thoughts?
I dawned on me that the PHB (p.190-192) rules, covering moving up to a characters Speed and taking Dash actions, provide for consistent reliable movements rates but make no allowance for characters willing to push themselves at the risk of failure or some kind of disadvantage.
Instinctively I allowed Athletics or Acrobatics checks for characters to sprint or parkour their way around the vessel at faster movement rates and in the time since I have tried to devise a balanced homebrew rule I can use consistently, while wondering if anyone else already has something similar they use.
Some reasoning...
A quick internet search tells me an average man jogs at 8.3 mph or 100m in 27 seconds. Thats 328 feet per 27 seconds or 72 feet per 6 seconds.
The PHB sets a human's speed at 30 feet per move, or 60 feet per 6 second round if they add in the Dash action. Pretty good fit for walking or jogging I think but what if you want to sprint, not merely jog?
I'm thinking, DC 15 skill check to increase your base speed by 50% for one move (not increasing the Dash action) or DC 20 to double it. If you fail the check your movement is not increased and if you fail by 10 or more, you must make a dexterity check against the same DC or fall prone after moving 1d6 squares (or 1d6 x 5 feet if not using squares).
The same skill check can be attempted once per Constitution bonus point (so 3 times for 16 to 17 Constitution) per short rest without penalty, but any further attempts are made at disadvantage.
Athletics seems like the applicable skill for running over open ground, or Acrobatics for "parkouring" over difficult terrain or obstacles.
Thoughts?