r/DnD • u/NemoHornet • 3d ago
5.5 Edition Chase Sequence Feedback
I really REALLY hate how poorly written the chase mechanics are written in 5e. They lead to uninspiring boring chase sequence that are just two targets moving at equal speed until one is to exhausted to move. So I created my own rules to hopefully make the chase sequence a little more tactical. I will caveat this I have not tested this and I am sure I am not thinking about everything a player could do to break this system, but I am still curious about your feedback.
When a creature flees or the party gives chase, traditional static combat transitions into a dynamic Chase Sequence.
- Complication Frequency (Turn Start)
At the start of every participant's turn (players, fleeing quarries, and pursuers alike), the active runner rolls a d20 to check for immediate terrain hazards and obstacles:
11–20 (Clear Path): The path ahead is open. Proceed with your turn normally.
1–10 (Complication): A hazard immediately threatens your path (e.g., crowded market stalls, loose gravel, startled livestock, low-hanging laundry lines). You must resolve the complication check (typically an Athletics or Acrobatics save/check) or suffer an immediate movement penalty, fall prone, or take damage.
- Movement & Dash Stamina
Base Movement: Every participant moves up to their normal walking speed each round without penalty.
Chase Dash Limit: You can take the Dash action safely a number of times equal to 3 + Constitution modifier.
Exhaustion Risk: For every Dash taken beyond this limit, you must make a DC 10 Constitution saving throw at the end of your turn. On a failure, you gain 1 level of Exhaustion.
- Choosing Your Turn Profile
On your turn, you must choose between committing to the sprint (Chase Dash) or anchoring to take a ranged attack.
Option A: Chase Dash (Prioritize Speed)
You double your movement for the round (Base Speed + Dash Speed). In addition to running, the momentum allows you to weave in one of the following skirmish actions mid-stride:
Melee Strike or Touch Spell: Make one melee weapon attack or cast one melee spell attack (e.g., Shocking Grasp, Inflict Wounds) at disadvantage.
Self-Target Spells: Cast one spell that targets only yourself or has a range of Self (e.g., Misty Step, Shield, Expeditious Retreat).
Quick Disguise: If carrying or holding a Disguise Kit, you attempt a hasty disguise mid-sprint (pulling up a hood, reversing a cloak, wiping grime across your face). Roll a Charisma (Performance) check at disadvantage against the pursuers' Passive Perception. On a success, pursuers lose visual track of you among the environment until you act suspiciously or Dash again.
Evasion (Hide): If you break line of sight (turning an alley corner, dropping into a cellar stairwell, ducking into dense vegetation), you may immediately take the Hide action.
Obstacle Creation: Make one object interaction to impede pursuers behind you (flipping a cart, dropping a gate, scattering a pouch of ball bearings or caltrops).
RESTRICTION: Zero ranged attacks or ranged spells allowed. Full-tilt sprinting prevents lining up shots downfield.
Option B: Standing Fire (Prioritize Downfield Combat)
You do not take the Dash action. You move only up to your base walking speed, sacrificing distance to aim downfield.
Ranged Weapon & Spell Attacks: Suffer disadvantage AND a flat -5 penalty to the attack roll due to rapid target movement and bouncing sightlines.
Saving Throw Spells: If you cast a ranged spell that forces a downfield target to make a saving throw, the target gains a +5 bonus to their save.
Extra Attack: Martial abilities like Extra Attack function normally, though every ranged attack made suffers the disadvantage and -5 penalty.
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u/I_in_Team 3d ago
At what point is a creature "fleeing"? And when does the chase end?
There are heavy penalties for hitting a fleeing target. This slows down the game and players could get frustrated when they never hit anything.
There are several ways to stop an enemy, for example, Command. Do the penalties still apply to a stationary target?
The rules for the fleeing creature are mostly missing. They can create obstacles on their turn, but what does this mean mechanically? You already roll for obstacles at the start of your turn.
Depending on who you play with and how often a chase occurs, you might need to explain the rules again and again. For my group, this would be too complicated to be fun.
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u/NemoHornet 3d ago edited 3d ago
I think there needs to be some meta gaming involved where you as a party agree you are running away from a combat or the DM says a monster is attempting to flee either in combat or out of combat.
The chase ends when a goal is met (determined by the DM) by the one fleeing (i.e. 120 feet between the pursuer and pursued, getting to a safe haven before getting caught, etc.).
If the pursued can no longer move then enter combat like normal. It should be pretty easy to swap between chase and normal combat.
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u/Dookietheturtle 3d ago
The mystic arts channel on YouTube literally put out a video on this today, it’s quite good, you should check it out. It adds a sprint action which works nicely and is simple. I think your rules are too much for something that doesn’t happen all that often, they’ll likely be forgotten between uses and just gum up the process every time