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variable movement and chases

JDJblatherings

First Post
Chases have always been troublesome in D&D because the movement stat is a fixed score. Here's my fix-

Movement has a base score that is same as listed.

to go faster then a regualr move you roll a d6 and get to move that many more spaces.

roll an extra d6 for each speed category faster you are going.(considering a d4 roll for folks with a normal move of 20 or less and a d8 for anyone with a base move over 40)

roll a 1 on any of the dice make a reflex save or stumble, halting halfway along the move and falling if the save is missed by 5 or more. DC= 10+1 per speed category you are going over normal. (just one 1 not each 1)

benefit- Folks can have foot races on a board, slowish folks have a slight chance of catching someone else.
Dice rolling adds drama.

disadvantage- dice rolling slows things down.
 

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Ilium

First Post
I think it's a fine, simple start. One thing to note is that if you give slower characters a smaller die type they will trip more often, which hardly seems fair.

My preferred approach to chases is the Hot Pursuit supplement. It rocks.
 

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