DND_Reborn
The High Aldwin
EDIT: Here is the post to my current idea: D&D 5E - Can We Come Up With Better (but still simple) Movement Rules?
UPDATE: Here's what I am thinking for Running:
Notes: I elected against including disadvantage on ability checks mostly because running and jumping could easily happen in the same turn (i.e. the running long jump), and it wouldn't make sense if a check was require for the jump.
I was thinking about adding this, but it seems too fiddly:
OPTIONAL: You also have disadvantage on ability checks that do not include proficiency in the Athletics skill.
Another option is to use the rule for fast movement penalizing Wisdom (Perception) tests (PHB . 182):
and using something similar for Running.
The limitation on the Dash action under Chases (DMG p. 252) limits how long you can run quickly, as doing so would require the Dash action as well.
Limitations:
I could easily come up with rules for limitations on how long you can run, etc. but 5E has no such rules for limitations on special types of movement (how long you can climb or swim, for instance). We all know 5E is purposefully negligent about such things, however, so for the time being I am ignoring them as well and leaving it up to DM fiat.
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Below is the original post:
The recent thread on Chases got me thinking about a pet peeve of mine in 5E: movement or speed.
I know 5E is designed with the idea of rules that are as simple as possible and at least can represent what they are supposed to cover. The idea of being able to move during a round and having your speed used is reasonable in 5E, so this isn't a thread-bash against 5E in that respect.
But, in the spirit of the chase, there should be a way to get more "speed" out of movement. Having a simple rule for things like sprinting in a contest would be nice. However, we still want to keep things relatively simple.
For a point of comparison, I did track and field in high school and college. I was never fast like a lot of people, but I was ok and a good support to help fill out the field, so to say. My personal bests were:
100-meter: 11.5 seconds (equates to speed of 85.6 using both a move and dash action over 2 rounds)
1/4-mile: 52.5 seconds (equates to speed of 75.4 using both a move and dash action over 9 rounds)
mile: 4 minutes, 53 seconds (equates to speed of 54.1 using both a move and dash action over 49 rounds)
10K (just over 6.2 miles): 42.5 minutes (equates to a speed of 38.6 using both a move and dash action over 425 rounds)
Note: I think all the math is right, but if anyone checks and finds an error let me know.
Now, assuming my Speed is 30 (like most medium-sized creatures), I couldn't do any of these. I definitely would have proficiency in Athletics given my history of sports and fitness (more so in my younger days LOL!), but my STR then (at BEST) might be 12 so only +1 modifier and my CON modifier maybe a +2 or 3 (maybe...) back then.
So, I am wondering if we can do more with the Dash action? Perhaps a STR (Athletics) check to increase speed by x2 or x3 normal speed?
For easy reference, here is the wording of the Dash Action:
Maybe instead of the increase equals your speed, make it:
If you make a DC 10 Strength (Athletics) check the increase equals double your speed, DC 15 for triple, and DC 20 for quadruple? So, if your speed is 30 and you make a DC 20 check, you get your normal move of 30 and your dash of 120, for a total of 150. Not quite enough for my speed while sprinting, but close.
I know speed increases for Barbarians, Monks, and Rogue's Cunning Action Dash can all factor in, but I would like those to be "extras" not part of the base rule.
Any thoughts?
Changes in other forms of movement might come later, but this is a start. If it becomes too complex, it gets sacked.
EDIT: should an increase to speed using Dash be based on STR, DEX, or proficiency bonus (in Athletics, perhaps?)?
UPDATE: Here's what I am thinking for Running:
Notes: I elected against including disadvantage on ability checks mostly because running and jumping could easily happen in the same turn (i.e. the running long jump), and it wouldn't make sense if a check was require for the jump.
I was thinking about adding this, but it seems too fiddly:
OPTIONAL: You also have disadvantage on ability checks that do not include proficiency in the Athletics skill.
Another option is to use the rule for fast movement penalizing Wisdom (Perception) tests (PHB . 182):
and using something similar for Running.
The limitation on the Dash action under Chases (DMG p. 252) limits how long you can run quickly, as doing so would require the Dash action as well.
Limitations:
I could easily come up with rules for limitations on how long you can run, etc. but 5E has no such rules for limitations on special types of movement (how long you can climb or swim, for instance). We all know 5E is purposefully negligent about such things, however, so for the time being I am ignoring them as well and leaving it up to DM fiat.
-----------------------------------------------------------------------------------------------------------
Below is the original post:
The recent thread on Chases got me thinking about a pet peeve of mine in 5E: movement or speed.
I know 5E is designed with the idea of rules that are as simple as possible and at least can represent what they are supposed to cover. The idea of being able to move during a round and having your speed used is reasonable in 5E, so this isn't a thread-bash against 5E in that respect.
But, in the spirit of the chase, there should be a way to get more "speed" out of movement. Having a simple rule for things like sprinting in a contest would be nice. However, we still want to keep things relatively simple.
For a point of comparison, I did track and field in high school and college. I was never fast like a lot of people, but I was ok and a good support to help fill out the field, so to say. My personal bests were:
100-meter: 11.5 seconds (equates to speed of 85.6 using both a move and dash action over 2 rounds)
1/4-mile: 52.5 seconds (equates to speed of 75.4 using both a move and dash action over 9 rounds)
mile: 4 minutes, 53 seconds (equates to speed of 54.1 using both a move and dash action over 49 rounds)
10K (just over 6.2 miles): 42.5 minutes (equates to a speed of 38.6 using both a move and dash action over 425 rounds)
Note: I think all the math is right, but if anyone checks and finds an error let me know.
Now, assuming my Speed is 30 (like most medium-sized creatures), I couldn't do any of these. I definitely would have proficiency in Athletics given my history of sports and fitness (more so in my younger days LOL!), but my STR then (at BEST) might be 12 so only +1 modifier and my CON modifier maybe a +2 or 3 (maybe...) back then.
So, I am wondering if we can do more with the Dash action? Perhaps a STR (Athletics) check to increase speed by x2 or x3 normal speed?
For easy reference, here is the wording of the Dash Action:
Maybe instead of the increase equals your speed, make it:
If you make a DC 10 Strength (Athletics) check the increase equals double your speed, DC 15 for triple, and DC 20 for quadruple? So, if your speed is 30 and you make a DC 20 check, you get your normal move of 30 and your dash of 120, for a total of 150. Not quite enough for my speed while sprinting, but close.
I know speed increases for Barbarians, Monks, and Rogue's Cunning Action Dash can all factor in, but I would like those to be "extras" not part of the base rule.
Any thoughts?
Changes in other forms of movement might come later, but this is a start. If it becomes too complex, it gets sacked.
EDIT: should an increase to speed using Dash be based on STR, DEX, or proficiency bonus (in Athletics, perhaps?)?
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