I mean, it's never come up but I'm having a hard time seeing why I'd disallow it. Either they're running away faster than the rest of the party, they're chasing down something that is trying to get away from the party, or they're trying to get into melee combat faster.Quick question: do you allow monks, rogues, and users of expeditious retreat to "double dash" (bonus action dash, action dash, move with their regular speed)? Or do you limit them to only using a given action once per turn?
I suspect most allow for double dashing. It does mean that Rogues and others are much faster than other characters in chases or other things like that. If you limit someone to only using the dash action once per round, then those abilities are more about multitasking (attacking while dashing) rather than inherent speed boosts.
What are your thoughts?
In the first case, I either catch the rest of the party or I don't - if the rogue/monk gets away and the rest of the party doesn't then they get to sit out the combat or decide to come back and help. Doesn't seem like a concern. In the second case maybe they catch it - oh well, being a monk or a rogue means being fast so that's just part of why they're playing that character. And now they have to face whatever it is solo - it may be something that was worried about facing the whole party, but isn't so concerned about putting the beatdown on one chump who catches up to it when the rest of the party is a round or two behind. And in the third case the rogue/monk is rushing into melee combat. Which is what I want to encourage my players to do, rather than sit back and lob arrows at things.
So am I missing something? Is there a reason to disallow it that I'm not spotting?