iserith
Magic Wordsmith
Also according to the DMG chase rules, the chase is over when the quarry is caught.
Depending how you define "caught," which seems open to interpretation to me.
Also according to the DMG chase rules, the chase is over when the quarry is caught.
Also according to the DMG chase rules, the chase is over when the quarry is caught.
Not quite. The chase ends when the pursuers are close enough to the quarry to catch it. They don't actually need to catch it for the chase to end. They just need to get within 5 ft. of it (or 10 ft. if they have a longer reach, I guess).Also according to the DMG chase rules, the chase is over when the quarry is caught.
Not quite. The chase ends when the pursuers are close enough to the quarry to catch it. They don't actually need to catch it for the chase to end. They just need to get within 5 ft. of it (or 10 ft. if they have a longer reach, I guess).
Your point stands, though, and I can see the logic in it now.
So to broaden the discussion, do people enjoy the Chase rules?
I’ve used the Chase ruleset, 3 times now in 5 years.
I stand by my characterization of the Chase rules as “Serviceable”.
The ruleset functions, is a brief change of pace from the ‘normal’ rules, but has never elicited squeals of enjoyment from players.
That was my first thought as well. But I can think of a few rare cases where the lack of opportunity attacks might be relevant. Not everyone pursuing a quarry might be on the same "team," for example. It might be a case of A vs. B vs. C, where C is fleeing, and both A (the PC party) and B (a party of orcs) are chasing; in which case, A and B don't get opportunity attacks on each other during the chase.It is strange that the revised Opportunity Attack rule for a chase would seem to be completely negated by this outcome. Not a dispute (I don't have the rules nearby), just an observation.
They don't do anything for me, which is why I've never chosen to use them. In most of the would-be chases I've run, there was nothing at stake, and scenes with nothing at stake are boring. The way I see it, I have two options in handling a boring scene as a DM:So to broaden the discussion, do people enjoy the Chase rules?
I’ve used the Chase ruleset, 3 times now in 5 years.
I stand by my characterization of the Chase rules as “Serviceable”.
The ruleset functions, is a brief change of pace from the ‘normal’ rules, but has never elicited squeals of enjoyment from players.
I have two issues with that post. First, I don’t think we’re talking about opportunity attacks that would only occur because of segmented turn structure. And second, I think the combat rules handle this situation just fine. The rules serve the DM, sure, but as a player, I wouldn’t be happy with a DM that used that as an excuse to rob my character of opportunity attacks.
My 5e-fu is not all that strong, but I just wanted to try and clarify some of this. (Using the combat framework, not the chase framework.)It doesn’t necessarily do you any good. It doesn’t “win” the fight for you. But you don’t have to stop to attack, so no, the quarry doesn’t gain any ground thereby. It is within your reach and will incur an opportunity attack if it attempts to leave by continuing to run. In situations like this, it’s usually better to stand and fight, isn’t it? I think that’s why we have a rule for opportunity attacks.