************************************** CHASES ************************************** See DMG5e p. 252. HOUSE RULE: Chases count as combat rounds (Move + Action + Bonus Action), not just "Move and Action" as written. Yes, this allows rogues to "double dash" but they still might tire more quickly. Basically a chase happens in normal combat rounds (initiative, action and move per round) while comparing movement speeds per round until one of three outcomes happens: * One pursuer closes the distance to the quarry by reducing the starting distance to 0. * The quarry makes a successful Dexterity (Stealth) check beating the Passive Perception of all pursuers. * All pursuers tire out due to multiple uses of the Dash action. The quarry gains advantange on the Dexterity (Stealth) if... * There are many things to hide behind along the chase route. * The chase goes through a very crowded or noisy area. The quarry suffers disadvantange on the Dexterity (Stealth) if... * There are few things to hide behind along the chase route. * The chase goes through an uncrowded or quiet area. * The lead pursuer is a ranger or has proficiency in Survival. * The quarry is subject to a Faerie Fire spell or other means of visual "tagging." Getting Tired Out Using The Dash Action (aka "double move in a round"): May be used a number of times without penalty equal to the character's Constitution modifier + 3, after which each additional Dash action requires a DC 10 Constitution check (not saving throw) to avoid gaining a level of "chase exhaustion." This condition has the same effects (and stacks with) levels of normal exhaustion, but one "chase exhaustion" level goes away with each short rest, or all "chase exhaustion" levels with a long rest. Chase Complications: At the start of every character's turn, that player rolls 1d20. A result of 10 or less means a complication affects that character's movement and/or actions, based on the tables below. URBAN CHASE COMPLICATIONS (1d20) * 01 ... A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of difficult terrain. * 02 ... A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of difficult terrain. * 03 ... A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone. * 04 ... A maze of barrels , crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain. * 05 ... The ground beneath your feet is slippery with rain, spilled oil, or some other liquid . Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. * 06 ... You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. * 07 ... You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. * 08 ... A beggar blocks your way. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. * 09 ... An overzealous guard (see the Monster Manual for game statistics) mistakes you for someone else. If you move 20 feet or more on your turn , the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6+1 piercing damage on a hit). * 10 ... You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage. * 11 to 20 ... No complication. WILDERNESS CHASE COMPLICATIONS (1d20) * 01 ... You r path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of difficult terrain. * 02 ... Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. * 03 ... You run through a swarm ofinsects (see the Mons ter Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against yo~.; (+3 to hit; 4d4 piercing damage on a hit). * 04 ... A stream, ravine, or rock bed blocks you r path. Make a DC 10 Strength (Athletics) or Dexter ity (Acrobatics check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain . * 05 ... Make a DC 10 Constitution saving throw. On a fai lec save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While bl inded in this way, your speed is hal ved. * 06 ... A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. * 07 ... You blunder into a hunter's snare. Make a DC 15 Dexter ity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 "Equipment," ofthe Player's Handbook for rules on escaping a net. * 08 ... You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. * 09 ... Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On ~ failed save, you take 1d10 slashing damage. * 10 ... A creature ind igenous to the area chases after you . The DM chooses a creature appropriate for the terrain. * 11 to 20 ... No complication.