Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
When does the system "work"?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 8602018" data-attributes="member: 20323"><p>I think 5e's chase rules (in the DMG) are a good example where the system doesn't work.</p><p></p><p>What's interesting is that the chase rules show <u>three</u> ways the system can fail, all in one part of the game, so it's a great example to study.</p><p></p><p>1. The chase rules devote a couple pages to all these obstacles and sprinting sub-systems, but fail to consider the greater ecology of the rules of D&D in which they operate. There is no guideline for how to transition into a chase scene (is it simply "the DM says so"?) and <em>hold person </em>(and similar effects) can stop a quarry dead in their tracks before the chase begins.</p><p></p><p>2. The chase rules are focused on providing a resolution rather than supporting an experience during play. The experience they should be supporting is one of a tense thrilling scene with lots of close calls. YMMV as this whole topic is subjective, but that has not been my experience with them at all.</p><p></p><p>3. The chase rules rely on self-defeating mechanics. You can sprint by risking exhaustion, thus improving your odds of winning the chase. However, the first level of exhaustion imposes disadvantage on checks (which you need to overcome obstacles during the chase) and the second level halves your speed (which is exactly the thing you need during a chase).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8602018, member: 20323"] I think 5e's chase rules (in the DMG) are a good example where the system doesn't work. What's interesting is that the chase rules show [U]three[/U] ways the system can fail, all in one part of the game, so it's a great example to study. 1. The chase rules devote a couple pages to all these obstacles and sprinting sub-systems, but fail to consider the greater ecology of the rules of D&D in which they operate. There is no guideline for how to transition into a chase scene (is it simply "the DM says so"?) and [I]hold person [/I](and similar effects) can stop a quarry dead in their tracks before the chase begins. 2. The chase rules are focused on providing a resolution rather than supporting an experience during play. The experience they should be supporting is one of a tense thrilling scene with lots of close calls. YMMV as this whole topic is subjective, but that has not been my experience with them at all. 3. The chase rules rely on self-defeating mechanics. You can sprint by risking exhaustion, thus improving your odds of winning the chase. However, the first level of exhaustion imposes disadvantage on checks (which you need to overcome obstacles during the chase) and the second level halves your speed (which is exactly the thing you need during a chase). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
When does the system "work"?
Top