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Chase and pursuit mechanics

As a Dungeon Master, I1 think chase scenes are quite wonderful as narrative devices. When you
chase the bad guys, do you charge ahead of your friends, heedless of the danger? When you are
carrying a treasure chest while being chased by the monsters, dare you let go of it? Yet
Dungeons & Dragons lacks a robust rules system for chases. This document describes a
provisional system. It is open to change, depending on playtesting.

Chase scenes need to open up these possibilities. In D&D, I think they are best done as
represented by a process of several iterations. This can add a sense of agnosticism and risk in the
game, which is good; as a DM, one often wants to have reached a situation where victory and
death teeter on a die roll. This can also become boring if overextended, as chases are not tactical,
blow-by-blow accounts as combat is; they are best represented in a more abstract way.

A chase system, basically, needs to determine one of several outcomes involving a pursuing and
a pursued party, including:

- The pursued party flees the pursuing party.


- The pursuing party catches up with the pursued party, and initiates a confrontation.
- Some of one party confront some of another party, spacing out the individuals.
- The pursued party reaches some destination before the pursuing party.

The chase system is represented by chase points, which represent an abstract accumulation of
progress in a chase. It is not really meaningful to state that a single chase point is exactly
equivalent to this many feet; the point is to get a relative idea of ones progress in a chase. As a
very flexible measure, a difference of a single chase point represents 60 feet.2 (Chase in this
sense is used loosely. A chase can be a straight pursuit across an open field, but it could also
represent a game of cat and mouse through labyrinthine urban streets, or a friendly footrace.)

Chase points do not represent how much distance one has covered over a chase. They are rather a
statement of ones relative distance from other characters. Characters can gain 0 chase points
over a chase; this does not mean they are standing still, but being overtaken by characters who
are gaining chase points.

The chase system works like this:

1. Players and DM establish starting number of chase points.


2. Players and DM determine target number of chase points.
3. Start the chase! Characters roll skill checks each round (usually Athletics), to determine
accumulation of chase points.
4. When one character or party has reached a target number of chase points, some outcome
is determined. The chase ends, whether in combat or freedom.

1 The author is David Song: I specify this not to claim authorship but to avoid the illusion of presenting rules without personal
perspective.
2 D&Ds tactical speed cannot by itself resolve a chase scene. Two individuals may each have a base speed of 30 feet, but it is
bizarre to conclude that they simply each move 60 feet each round in perpetuity.
Starting number of chase points

By default, the pursuing party begins with 0 chase points. By default, the pursued party begins
with 0 chase points. This presumes that both parties are within about 50 feet of each other. Adjust
starting chase points as follows:

One party is surprised or distracted -1 to -2 chase points


Starting conditions are awkward for one party, -1 to -2 chase points
e.g. the pursued party is backed into a corner
Pursued party is more than ~60 feet away +1 chase points to pursued party
Pursued party is more than ~120 feet away +2 chase points to pursued party

If combat has not already preceded the chase, the DM may allow for one round of combat,
allowing the pursuers to have a chance to restrain or slay their enemies first.

Target number of chase points

The pursued party must accumulate a set number of chase points to escape the pursuers. This
depends on numerous factors, in particular the terrain and degree of visibility. It also depends on
whether the pursued partys goal is simply to exhaust their pursuers, hide from them, or reach
some safe zone.

Here is a guideline to chase points:

Context Target number of chase points


Open terrain, e.g. broad meadows, desert, snow Target number = 10-20 chase points.
everywhere for miles. When in doubt, use the average
Constitution score of the pursuers.
Environment presents some opportunities to hide or Target number = 8 chase points.
evade, e.g. hilly scrubland, lightly wooded area.
Environment presents good opportunities to hide or Target number = 6 chase points.
evade, e.g. forest, urban crowd.
Environment is dark, misty, or otherwise obscures Decrease target number by 1, or by 2 if
senses. only pursuers senses are obscured.
The pursueds goal is to reach some safe zone, No target number. Instead, the pursueds
e.g. a tower with guards to drive off their pursuers. goal is to remain uncaught for a number
of chase rounds. As a rule of thumb, this
number = the number of minutes sprint
to the safe zone.

Gaining chase points

Each chase round, characters make rolls to determine if they gain chase points, and how
many. As a rule of thumb, a chase round is equal to about one minute, but potentially more or
less, depending on the environment and relative speed. (Two humans of nearly equal speed could
pursue each other for well over an hour through a forest. When a knight on horseback chases
after a peasant, the struggle is soon over.) Non-player characters (NPC) may make a collective
roll, if they are sufficiently alike for the purposes of a chase.

Typically, characters will make Athletics rolls in a chase; call each of these rolls the chase roll.
However, the environment may allow use of other skills (see below). Follow this table to
determine chase points gained.

Roll results Chase points gained


Less than 1 Lose one chase point
1 to 9 0
10 to 19 1
20 to 24 2
25 or higher 3
Natural 1 Ignore positive results, lose 1 chase point
Natural 20 Keep positive results, gain 1 extra chase point

Characters can be impacted by their gear and equipment, and may suffer penalties. (While heavy
armor often does not impose penalties to tactical speed, it does hinder ones ability to chase.)
These penalties are cumulative, and stack with advantage and disadvantage.

Problem Penalty
You are wearing heavy armor -2
You are awkwardly carrying some heavy or large -2 to -4
thing, like a greased pig
You are carrying a human body -5 or worse
Your attention is focused on a simultaneous task, -2 to -8
e.g. slurping potions, using magic, relaying
complex orders
There is some environmental problem that affects -2 to -8
you but not the opposing party.

Characters may choose to gain fewer chase points each round, should they wish to keep pace
with their fellows. Characters may choose to not roll and simply lose as many as chase points as
they wish, representing their turning around.

At the beginning of the chase round, the DM may roll a 10-sided dice to determine some
environmental factor that affords the characters to make rolls other than Athletics. Call this the
environment die. Have only one alternative per chase round.

What is the environment like? What is a possible consequence? Roll a d10


Terrain with potential for On an 8-10, pursued parties may use Stealth instead of
concealment, e.g. foggy hills, Athletics, as there is the opportunity to hide: You see a
thick forest, city at night. narrow alleyway, a big boulder, etc. If you are proficient in
Stealth, add +5 to the roll.3
3 Why this bonus? The idea is that Athletics gets a lot of love in this system. Thats appropriate. But I want to ensure that other
skills jump in the spotlight too. The intent is to make Athletics the bread and butter skill for pursuit, but when a player has an
It is dark. The environment is On an 8-10, pursuers must use Perception (or Survival in a
wooded, swampy, bushy, or wild place), instead of Athletics, as they search for signs of
cavernous. their enemies, such as movement or tracks. They have
advantage if their enemies are carrying lanterns, are
screaming for help, etc. If you can use Survival and are
proficient in Survival, add +5 to the roll.
The terrain is thick with hazards On a 1-4, all participants must use Dexterity to modify the
and obstacles: bramble, rain-slick Athletics roll, instead of Strength.
stairways, etc.
Crowded area, other people or On a 10, one participant may use Animal Handling or
animals physically in your way. Intimidation instead of Athletics, telling the crowd to get
out of their way. Use that result for his allies chase rolls
too. If you are proficient in Animal Handling or
Intimidation, add +5 to the roll.
Crowded area, other people or On an 8-9, one pursuer can demand aid from a witness.
animals physically in your way. (Hey you! Tell me where the halfling went.) As above,
but use Intimidation or Persuasion. You can only do this if
you are two chase points behind a pursued.
Terrain may allow characters to On a 1-4, pursued parties may use Acrobatics instead of
climb, leap, slide, and shimmy Athletics; this also forces the pursuers to roll Acrobatics
about, e.g. the forest has streams instead of Athletics this turn. If you are proficient in
and rivers with slick stepping Acrobatics, add +5 to the roll. If someone gets a natural 1
stones. in this situation, they lose three chase points.
A participant is a lifelong native On a 9-10, the character may use Intelligence to modify the
of the city in which the chase Athletics roll, instead of Strength. The character
occurs. remembers a shortcut, attempts to hide in a building, etc.

There is no such thing as initiative in a chase round. All rolls are made simultaneously, then new
case points compared among parties. See the next section for determining outcomes.

Running desperate

Once per long rest, a PC can choose to run desperate. This represents pushing your body to
near exhaustion, without regard for ones well-being. Running desperate costs half of your hit
points (round down), and you cant use it if it would bring you to 0 hit points. This hit point loss
represents strained lungs, sore feet, wooziness, hitting the ground as you leap from a balcony to
tackle someone, etc. Typically, this hit point loss cant be prevented or reduced.

When you go desperate, you may make the chase roll with advantage, and you get an extra chase
point regardless of the result. However, if you get a result of less than 10, you lose all your chase
points, and fall prone.

Obviously, this is a desperate tactic, perhaps best reserved for when fighting ones pursuers is
hopeless. (A tip: If you are retreating from a fight gone wrong, consider fleeing before you reach
half your hit points, so you can go desperate.)

opportunity to show off his Acrobatics or Stealth skills, they really shine.
Attacking in a chase

As a rule of thumb, a character can attack another character with an attack, whether with spell or
weapon. Simply treat this as the Attack action (or similar spellcasting action). In doing this, a
character forfeits his chase roll, gaining no chase points.

Can I attack with ? Yes, if


A melee weapon You are 0 chase points away. You have disadvantage on these
rolls. You lose 1 chase point as well.
A thrown ranged weapon You are 1 chase point away. You have disadvantage unless you
are 0 chase points away.
A bow, crossbow, or You are 1 chase point away.
similar ranged attack If the terrain is open enough, you can do it 2 chase points away.
You have disadvantage on these rolls. You lose 1 chase point as
well.
A spell Determine on a case-by-case basis. Use above rules as
guidelines. (Helpful players may wish to write down the DMs
ad hoc rulings.)

Resolving a chase

At the end of each chase round, compare ones chase points. Determine an outcome in this order:

- If the pursued party reaches their target chase points, then the chase is resolved in their
favor: They manage to flee, hide, or otherwise get away. The pursuers may be exhausted
or simply frustrated.

- If any of the pursuers have chase points that exceed the pursued, then they may force a
confrontation (usually combat) with any of those pursued, at the end of each chase round.
This is optional: pursuers may choose to keep pursuing, possibly so their allies can join
them in battle. This means that a pursued starts to stagger due to exhaustion, a man
corners his victim in an alley, and so forth.

- When combat is initiated in this way, combat begins with the pursuers adjacent to
the pursued, or further away if they wish.

- In the first round of combat, the pursuers have advantage on initiative, and
advantage on attack rolls against the pursued. Similarly, in the first round, pursued
have disadvantage on saving throws from their pursuers.

- In the first round of combat, the pursued cannot take the Disengage action, and
their speed is halved (round down). They have disadvantage on Dexterity saving
throws.

- If the pursuers exceed the pursueds chase points by more than 1, then they can
have advantage on a single attack roll against the pursued for each such chase
point. They can bank these uses for about the first minute of combat. Example:
A chase ends with the pursued at 4 chase points, and the pursuers at 7 chase
points. The pursuers have 2 extra chase points. They can choose to have
advantage on two attack rolls against the pursued.

This means that some but not all individuals in a chase can be joined in combat, with the others
hustling to catch up. As a rule of thumb, it takes pursuers 1 combat round for each chase point
away from the successful pursuer, to catch up to being 60 feet away from combat. It takes
pursued 1 combat round for chase point away from the pursued, to catch up to being 60 feet
away from combat. Suffice to say, scattering during a chase may be unwise.

If the pursuers catch up to the pursued and simultaneously the pursued reach their target number,
then the pursued successfully escape.

Simplifying all this

The DM will commonly treat NPCs as a single entity for the purposes of a chase, especially if
they are homogeneous in character or narrative role. The players may treat their party as a single
entity as well.

This means that the party chooses to move as one. It cannot benefit from any individual bonuses
to speed, e.g. a barbarian or monks bonuses to speed. Its combat speed is as slow as its slowest
member. Each chase round, the players (as a group) make a single chase roll. For odd-numbered
chase rounds (1st round, 3rd round, 5th round ), the slowest PC does the chase roll; the DM
decides who is the slowest, and may change his mind partway through a chase. For even-
numbered chase rounds, another PC is randomly selected to apply his Athletics modifier to the
case roll.

The intent here is to simplify chases, but to reflect that the party is to some extent hobbled by
their slower members. What is happening in the story is that the PCs are as whole in pursuit
(with faster members slowing down to stay with slower ones), but responsibility for the chase
roll is distributed among them.

(Players are fond of calmly discussing strategy and choices while their characters are physically
stressed. The DM may rule that deep conversation during a chase imposes a -1 to -2 penalty to
chase rolls.)

When special results of the environment come up during chase rolls, the players may have the
option to instead choose a PC to make the roll. (The ranger sees an opportunity to hide behind a
mossy boulder. The barbarian intimidates a crowd into parting.)

Magical powers and their complications

Various abilities affect this system. Here is an incomplete accounting for them:

- As a rule of thumb, a tactical speed of 40 feet grants an automatic 1 free chase point per
chase round, a speed of 50 feet grants 2 free chase points, and so forth for each increment
of 10 feet. A speed of 25 feet causes an automatic loss of 1 chase point every odd-
numbered chase round (1st, 3rd, and so on.) This supposes a norm of 30 feet. Adjust
accordingly in different situations.

- A fighter can use his action surge ability to gain one free chase point per chase round.

- A monk can spend 1 ki point per chase round to add his Wisdom bonus to his chase roll.

- A ranger in his favored environment can add his Constitution or Wisdom modifier to each
chase roll.

- A rogues cunning action ability allows him to add one free chase point for the first three
chase rounds.

- Spells have to be decided on a case-by-case basis. For example, misty step adds a mere
+2 to a single chase roll, because its teleportation of 30 feet is not great compared to the
distance covered in a chase. On the other hand, expeditious retreat is quite consequential,
allowing one to gain one free chase point per chase round.

When it just isnt worth it

Apply a degree of common sense with this chase system. Ordinary humans cannot outrun bears,
ordinary knights cannot outrun dragons. I suppose PCs should be given some fighting chance to
escape even a terribly fast opponent.

Example time!

That was a lot and we learn well through examples. Here is one: Let us say that the Barbarian (3rd
level) and the Sorcerer (3rd level) are chasing four bandits through a thick forest, at dawn. The
DM will treat the bandits as a single entity for the purposes of the chase.

The bandits are fleeing a fight gone wrong, so the DM decides they begin with only 0 chase
points. As pursuers, the Barbarian and the Sorcerer begin with 0 chase points. Since the terrain is
a forest, the DM decides the bandits must acquire 6 chase points to escape.

Here are the relevant skill modifiers for the participants:

Bandits Athletics +2, Stealth +4


Barbarian Athletics +4
Sorcerer Athletics +0

The DM sets the bandits Athletics modifier at +2, and their Stealth modifier at +4. The
Barbarians Athletics modifier is +4. The Sorcerers Athletics modifier is +0. The sorcerer can
cast misty step once, which is decided to give her a +2 to a chase roll each time it is cast. There
are no other magical complications.

Beginning status
Pursued Chase points Pursuer Chase points
Bandits 0 Barbarian 0
Sorcerer 0

Round 1: The DM and the players of the Barbarian and Sorcerer make chase rolls
simultaneously. The DM also rolls a d10 environmental die, declaring: For each chase round,
when I get an 8 or higher on this die, the bandits may use Stealth instead of Athletics, as there is
the opportunity to hide. When they do this, they also get a +5 to their roll, being proficient in
Stealth.

Round 1 choices: The Sorcerer uses her misty step, gets a +2 on her Athletics roll. The barbarian
quaffs a potion while in pursuit; the DM rules that this minor setback gives a -2 penalty to his
roll. No environmental complication.

Round 1 results: Bandits get a net result of 17 (+1 chase point); Barbarian gets a 13 (+1 chase
point); Sorcerer gets a 7 (+0 chase points). The chase is on and far from over.

Round 1 results
Pursued Chase points Pursuer Chase points
Bandits 1 Barbarian 1
Sorcerer 0

Round 2: The DM gets a 10 on the environmental die. Bandits may use Stealth instead of
Athletics, and get a +5 for being proficient in Stealth.

Round 2 results: Bandits get a result of 25 (+3 chase points); Barbarian gets a 9 (+0 chase
points); Sorcerer gets a natural 1 (-1 chase points). The bandits dodge through the forests; our
heroes are losing sight of them.

Round 2 results
Pursued Chase points Pursuer Chase points
Bandits 4 Barbarian 1
Sorcerer -1

Round 3: No complications.

Round 3 results: Bandits get a result of 4 (+0 chase point); Barbarian gets a 15 (+1 chase point);
Sorcerer gets a 14 (+1 chase point). Although our heroes are getting their bearings, the bandits
are still perilously close to escape.

Round 3 results
Pursued Chase points Pursuer Chase points
Bandits 4 Barbarian 2
Sorcerer 0

Round 4: The DM gets a 10 on the environmental die. Bandits may use Stealth instead of
Athletics, and get a +4 for being proficient in Stealth.
Round 4 results: Bandits get a natural 20, with a result of 26 (+4 chase points!); Barbarian gets a
14 (+1 chase point); Sorcerer gets a 13 (+1 chase point). The bandits slip like snickering foxes
into the woods, hiding behind some wooded slope. The Barbarian and Sorcerer search the forest
but to no avail. They begin blaming each other.

Round 4 results
Pursued Chase points Pursuer Chase points
Bandits 8 (reached target number) Barbarian 3
Sorcerer 1

The chase took four rounds. That means the chase elapsed about four minutes. With a base speed
of 30 feet, our heroes and scoundrels covered perhaps 2,000 feet over that time, or nearly half a
mile. The DM decides such a distance is unlikely for a forest, and decides to halve it to a distance
run of about 1,000 feet.

Another example

Consider the same situation, and let me clarify that one bandit is badly wounded. This does not
affect the mechanics of the chase, but it means our heroes realize that they have an opportunity to
strike down that poor bandit, rather than confront the bandits as a group.

Beginning status
Pursued Chase points Pursuer Chase points
Bandits 0 Barbarian 0
Sorcerer 0

Round 1: The Barbarian and Sorcerer choose to take their chances, rolling Athletics so they can
catch up to all the bandits, not just one.

Round 1 choices: The Sorcerer uses her misty step, gets a +2 on her Athletics roll. No
environmental complication.

Round 1 results: Bandits get a result of 13 (+1 chase point); Barbarian gets an 18 (+1 chase
point); Sorcerer gets an 11 (+1 chase point). Our heroes are hot on the heels of these varlets! If
our heroes can beat exceed the bandits chase points next turn, they can force combat.

Round 1 results
Pursued Chase points Pursuer Chase points
Bandits 1 Barbarian 1
Sorcerer 1

Round 2: No environmental complications.

Round 2 results: Bandits get a 10 (+1 chase point); Barbarian gets a 13 (+1 chase point); Sorcerer
gets a natural 1 (-1 chase point). Too bad for our heroes. The chase continues.
Round 2 results
Pursued Chase points Pursuer Chase points
Bandits 2 Barbarian 2
Sorcerer 0

Round 3: This is where the barbarian makes a decision to throw a javelin at the injured bandit.
His chase points equal the bandits, so he doesnt suffer from any disadvantage. Sure, he could
try to pursue the chase, but hed rather trust his throwing arm. Plus, his sorcerer is lagging behind
him a straight-up confrontation could be unwise. The Sorcerer keeps chasing, since she is
behind anyway. (There are no environmental complications.)

Round 3 results: The Barbarian makes an attack roll against the bandit. The bandit takes damage,
and reaches 0 hit points.

The other bandits get a chase roll result of 18 (+1 chase point), and the Sorcerer gets a 15 (+1
chase point).

Round 3 results
Pursued Chase points Pursuer Chase points
Bandits 3 Barbarian 2
Sorcerer 1

At this juncture, the bandits havent yet escaped, though they are ahead. Our heroes are faced
with the decision whether to pursue the remaining three, or be satisfied with capturing a single
bandit. The more they dither -- or attempt to heal the defeated bandit -- the further the rest of the
gang gets away

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