Run!

Water Bob

Adventurer
In a game situation, two PCs decide that they want to run a foot race. This is nothing special. Both characters are at Speed 30. They're going to go out into the main street of the town, which is clear. It's a warm, dry day. There's no one else on the street. And, the two PCs are simply going to have an NPC yell, "Go!" Then, the two of them will run down the street. The first one past the Inn wins the race.

Simple, eh?

Well, there really isn't an official rules to cover this. In fact, "officialy", the two characters will finish at exactly the same time because they have the same speed.

But, that's silly, yes? The GM knows one will most likely beat the other. So, the GM decides to rule that both players will roll opposed checks. The higher throw indicates the character who will win the race. A tie means that they finish at the same time.

Simple? Yep. Except...

Since there is no "Run" skill, which stat would you use for the opposed check?

I immediately default to CON. That seems the most logical choice to me. But, there's another argument that the STR stat should be used, with CON governing how long the two PCs can run before becoming fatigued and exhausted (per the rules).

So, what do you think? STR? CON? Or, are you a contrarian and think that DEX should be used for such a race?
 

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I can't point you to the reference, but I believe for a sprint Dex is recommended and over a longer race it would be Con. As you note, if one has a higher speed (or a feat) they just flat out win. Sort of the same rules and logic behind things like arm wrestling competitions--higher score wins, no check required.

Of course, if you find that boring, there are dozens of ways to spice it up or add rolls including bringing in other skills.
 

I can't point you to the reference, but I believe for a sprint Dex is recommended and over a longer race it would be Con.

It's the 3.5 DMG. Once you said that, I looked it up. It seems the DMG suggests DEX for sprint but CON for long races.

And yet, rules like Hot Pursuit suggest STR.

:-S
 


I am going to go against everything and vote for Initiative!

When I first read your response, I completely dismissed it. But then, I thought about where you were coming from....interesting take.

I hadn't quite thought of it like that. Very interesting.







I'm leaning towards using STR, DEX, and CON for different purposes. Use DEX for sprints and CON for long distance runs, as suggested in the DMG. But STR might be useful if the terrain on a chase or a race is particularly rough.

And that Initiative thing above...neat idea. Maybe find a place for that, too. But, where? VERY short runs that last less than two rounds? Maybe so.
 
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I'm leaning towards using STR, DEX, and CON for different purposes. Use DEX for sprints and CON for long distance runs, as suggested in the DMG. But STR might be useful if the terrain on a chase or a race is particularly rough.

And that Initiative thing above...neat idea. Maybe find a place for that, too. But, where? VERY short runs that last less than two rounds? Maybe so.

I was thinking something like:
For short races 1 opposed initiative and 3 opposed DEX checks. Whoever wins gets a +4 to the first dexterity check afterwards, and +2 on the second one.

For long races 5 opposed CON checks. If it is a long race, the one who is more durable will usually win, with luck being less important.

So, should a rogue trick a barbarian into a short enough race, she could even beat him with some luck.
 

I was thinking something like:
For short races 1 opposed initiative and 3 opposed DEX checks.

If the race is short enough for an Initiative check (what I outlined above), I'd only use one check.

Dash: Initiative check (two rounds or less).

Sprint: DEX check.

Long Distance: CON check.

Tough Terrain: STR check.


For any other race or chase, I could see using multiple checks at various intervals.
 

If the race is short enough for an Initiative check (what I outlined above), I'd only use one check.

Dash: Initiative check (two rounds or less).

Sprint: DEX check.

Long Distance: CON check.

Tough Terrain: STR check.


For any other race or chase, I could see using multiple checks at various intervals.

I can see your point, but ppl love to roll and having many rolls builds some suspense...:D
 

I can see your point, but ppl love to roll and having many rolls builds some suspense...:D

Sure they do. I ran a race (for the village fair) in my last game session where I had 13 separate checks on a lap, and the race lasted for three laps. The checks consisted of CON checks for the run (over different surfaces) plus Swim, Balance, Climb, and Jump checks for various obstacles.

I just think the shorter races should have one or a few checks, leaving more checks for the longer races.
 

random encounters of loose tiles, cat crossing the path, lady chucking crap out of the second floor window, sudden pedestrian comes out of ally or door, wind blows dust up into face. make the save = no change, fail save = lose 5', blow away the save = gain 5', epic fail the save = thematically appropriate thing happens. something like that?
 

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