D&D 5E Running away...

So glad there is no tumble. I find it stupid that you can't block a door. I makes it so combat is more real and dangerous that everyone cant just auto roll a skill to get out.

As mentioned there are lower level spells now that work. You can always house rule too.


You CAN block a door, but others can also shove past/ deftly dodge past you if they are strong or agile enough. That's more realistic than an infallible, immoveable guard, in my opinion.
 

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thanks all for your answers!
@Paraxis / [MENTION=6775031]Saelorn[/MENTION], it's the page 272 DMG stuff I was looking for... Since I'm not mastering, I did not read that (but our DM did not either...) anyway, that opens the route to a DEX based escape route as well.

this i don't understand, however: both the Tumble and Overrun rules say "as an action or a bonus action" - if you can use this as a bonus action, why would you ever use it as an action??

one important point here is that the rules make this a contest against your opponent, as opposed to 3.5/PF where tumble through enemy square was a DC15 acrobatics check, which at higher levels, at least for high dex characters, became trivial. Now the difficulty scales with the opponent, which is good, and the system is much flatter...

nonetheless, some answerers did suggest to just improvise an ability check - for those ppl: at what DC would you position this? 15? 20? higher, in the middle?

@sithramir: while I agree that you should never have an immovable guard blocking a door, i'm glad there IS the tumble option, as otherwise you would completely loose the monk's key feature of being able to weave between opponents using his DEX (if the only way out would be the STR based contest in the PHB).

V
 


nonetheless, some answerers did suggest to just improvise an ability check - for those ppl: at what DC would you position this? 15? 20? higher, in the middle?

I'd make it a contest versus the enemy creature. Remember that the PHB calls Grapple and Shove "examples of the most common improvised actions" or something like that. So use those as a guideline.
 

Hiya!

thanks all for your answers!
**snip**
nonetheless, some answerers did suggest to just improvise an ability check - for those ppl: at what DC would you position this? 15? 20? higher, in the middle?

The first thing you need to do is realize there is no spoon. What that means is you need to stop approaching 5e "rules" from a 3.x/4e/PF mentality. Stop looking for "absolutes" in the game rules. You will be sorely disappointing and constantly annoyed by the simple fact that there are very little of these absolutes in the game.

You can't just say "forcing past foe = DC 15" and be done with it. That just does not make any sense at all from a "realism" side of things, and definitely not from a 5e rules side of things. There are a hundred and one things that could all affect the DC...and your DM can guesstimate all of them in a couple of seconds. This is FAR superior to spending three and a half minutes leafing through pages of charts and tables with modifiers, adding them all up, and adding that to some "set in stone" DC that was in all likelihood arbitrarily decided on anyway by the designers.

Your DM can use the standard DC's and just pick one that fits for the base (DC 5, 10, 15, 20, 25, 30). Or, he can base it on the opponents Dexterity score. Or average of Dex + Int. Or maybe on 30 - base AC. Or any number of other factors that could be coming into play during that particular situation. The point is...the DC will be based on the situation. And trying to dumb everything down to an absolute "DC = X in situation Y" is a loosing battle and one that will make for a much more bland and poorer game experience....IMHO, of course. A base "DC = X, modified by whatever" is a MUCH better solution.

Oh, and me? I'd probably choose the 30 - base AC route, modified by situation (slippery floor, damage done to foe, type of weapon foe has, ...all those hundred-and-one things that go through a DM's mind when thinking about this kind of thing)...if my players had to have something carved into stone for some reason. Luckily I don't have players like that. Sometimes I may just pick a DC and say "Dex Save at X" just to keep things moving or when it really isn't all that important. Sometimes I might make it based on and average of Str + Con. And sometimes I'd just say "No" or "Yes". The situation is the key to the whole thing and a good DM will learn what "feels right" the more they DM.

^_^

Paul L. Ming
 



this i don't understand, however: both the Tumble and Overrun rules say "as an action or a bonus action" - if you can use this as a bonus action, why would you ever use it as an action??
You only get one action, and up to one bonus action, each round. If you've already used your bonus action (but not your action - maybe you needed to cast Healing Word) then you would be unable to do this tumble thing if it required a bonus action.

one important point here is that the rules make this a contest against your opponent, as opposed to 3.5/PF where tumble through enemy square was a DC15 acrobatics check, which at higher levels, at least for high dex characters, became trivial. Now the difficulty scales with the opponent, which is good, and the system is much flatter...
You are not remembering the rules accurately. In Pathfinder, the DC to move through an enemy's space was 5 + CMD, so it scaled with pretty much everyone. To contrast, it doesn't necessarily scale in 5E, because Bounded Accuracy means your bonus doesn't increase with level unless it's something you're specifically good at.
 

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