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New Chase Rules (First Draft)
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<blockquote data-quote="DND_Reborn" data-source="post: 8154513" data-attributes="member: 6987520"><p>In 5E? Really? What are the odds of <em>that</em>!? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Seriously, though, I've never had a problem with the chase rules in 5E as they are a bunch of rolls and skill checks, it is the narration of the results that makes a chase "exciting". <em>shrug</em></p><p></p><p>But, if you want more complex rules and it works for your table, I hope you enjoy it.</p><p></p><p></p><p>I agree, but most people can't run full-out for more than 6-12 seconds before they start lagging. If you are running hard (not <em>quite</em> full-out due to terrain and trying to not kill yourself) then you might last maybe 30 seconds before you start lagging.</p><p></p><p>There is a HUGE difference between the average person (even in reasonable shape) and an Olympic long distance runner, so making such a comparison isn't very helpful IMO. Also, even with the rule they have, with a +5 CON mod, you would only begin to take exhaustion at that point if they fail their save. Granted, they will fail eventually and this rule would not represent what nearly <em>should</em> be possible--with that I totally and completely 100% agree!</p><p></p><p>I've found the DMG rules of 3 + CON mod for the number of dash actions works well and is more realistic. The only change I've done in that respect is make it a DC 10 Constitution (Athletics) check, adding Athletics proficiency to it.</p><p></p><p>Anyway, I think a bigger issue with movement in 5E is there are no rules for moving faster than the default 60 feet/round (move and dash), which frankly is a brisk jog, not at all a dash or sprint. I think 2E had a better system using jog x2, run x3, dash x4, and sprint x5 or whatever it was. But, I understand 5E wanted to keep things simpler, so I just deal with it. <em>shrug</em></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8154513, member: 6987520"] In 5E? Really? What are the odds of [I]that[/I]!? ;) Seriously, though, I've never had a problem with the chase rules in 5E as they are a bunch of rolls and skill checks, it is the narration of the results that makes a chase "exciting". [I]shrug[/I] But, if you want more complex rules and it works for your table, I hope you enjoy it. I agree, but most people can't run full-out for more than 6-12 seconds before they start lagging. If you are running hard (not [I]quite[/I] full-out due to terrain and trying to not kill yourself) then you might last maybe 30 seconds before you start lagging. There is a HUGE difference between the average person (even in reasonable shape) and an Olympic long distance runner, so making such a comparison isn't very helpful IMO. Also, even with the rule they have, with a +5 CON mod, you would only begin to take exhaustion at that point if they fail their save. Granted, they will fail eventually and this rule would not represent what nearly [I]should[/I] be possible--with that I totally and completely 100% agree! I've found the DMG rules of 3 + CON mod for the number of dash actions works well and is more realistic. The only change I've done in that respect is make it a DC 10 Constitution (Athletics) check, adding Athletics proficiency to it. Anyway, I think a bigger issue with movement in 5E is there are no rules for moving faster than the default 60 feet/round (move and dash), which frankly is a brisk jog, not at all a dash or sprint. I think 2E had a better system using jog x2, run x3, dash x4, and sprint x5 or whatever it was. But, I understand 5E wanted to keep things simpler, so I just deal with it. [I]shrug[/I] [/QUOTE]
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