| 1d20 |
Type |
Complication |
Examples |
| 1 |
Hazard |
Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone. |
Hole, crevice, trap, unseen obstacle, steep incline, heavily broken ground, the path skirts a quicksand pit, log bridge crossing a stream, running on rooftops, slippery floors, jump through window |
| 2 |
Cramped space |
Make a DC 15 Dexterity (Acrobatics) check to get through this space. On a failed check, the obstacle counts as 10 feet of difficult terrain. |
street, market, public building, alleyway, shoppers, stationary crowd |
| 3 |
Poor visibility |
Make a DC 10 Constitution saving throw. On a failed save, you are blinded until the end of your turn. While blinded in this way, your speed is halved. |
blind corner, woods, dense brush or busy area |
| 4 |
Barrier |
Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check you fall prone. |
wall, fence, cliff, thick hedges, tall fences, building, river, canyon or swamp |
| 5 |
Impediment |
Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the impediment. On a failed check, the obstacle counts as 5 feet of difficult terrain. |
Tree branch, fallen log, chicken coop or vegetable cart, trail suddenly drops off, flock of birds |
| 6 |
Crowd |
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. |
fleeing (or angry) peasants, a funeral procession, people leaving a performance, a moving crowd |
| 7 |
Entanglement |
Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught as if in a net and restrained. See chapter 5 “Equipment,” of the Player’s Handbook for rules on escaping a net. |
Clotheslines, curtains, banners, drying pots, chimes, hanging meat, vines |
| 8 |
Animal herd |
Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage. |
Must pass through a herd of animals. Camels, Donkeys, Horses, Cows, etc. |
| 9 |
Uneven Ground |
Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain. |
Any stairs of 4 or more steps (less than 4 steps is considered an “impediment”), river bank, hill, 5 feet or more change in elevation in 10 feet of horizontal movement. |
| 10 |
Obstacles |
Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to past. On a failed check, the maze counts as 10 feet of difficult terrain. |
Tables, chairs, pews, benches, carts, crates, field of boulders, field of giant mushrooms. |
| 11-20 |
No Complication |
|
|
Pingback: D&D 5e – Chase rules | Dungeon Master Assistance
I’m just starting to run 5e after running a 9 month 4e campaign. I’m excited to check out these new rules. Thanks for your insight.
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You are welcome. Let me know how you think 5e compares to 4e.
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These complication lists are super useful for throwing at players! Thank you!
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Thank you, I’m glad you find it useful.
You might like to know that you can also find a table of complications for infernal machine chases in “Baldur’s Gate: Descent Into Avernus”
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Reblogged this on dmleviathan.
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Good stuff. Last night’s session ended with a chase being initiated. So I figured I would read up on running a chase. I really like additions you have made, particularly “Overtake”. Cannot wait to actually run the chase using these rules next week!
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Excellent! Please let me know how it goes.
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I like your interpretations. I came to your page because the DMG is a little sketchy as to what happens to “end” the chase if the pursuer catches the opponent. (Tag, I win! You have to stop now!)
I will use a similar interpretation, but I won’t say “no opportunity attacks.” I will allow them for two reasons. The rules say that opportunity attacks can happen during a chase (running into a group of thugs, for example), so I don’t see a reason to ban them. The second reason is that, what you call a “bonus attack” to grapple the opponent I would call a “reaction” because the description is a little looser and more situational for reactions than bonus actions. In a strictly turn-by-turn scenario, if my character catches an opponent (moves into reach), when it is the opponent’s turn he/she/it moves it should spark a reaction — an opportunity attack — which could be used to grapple.
Thanks for resource!
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1) Opportunity attacks: “No opportunity attacks” during a chase is taken directly from the DMG chase rules. I think they may have made that rule after playtesting the rules. It seems to me that opportunity attacks add an unnecessary complication to an already complicated rule set. I think I would only allow them on the first round, before the chase actually gets underway.
2) Reaction vs. Bonus Action: The way I understand the rules, a reaction is never initiated by you, but always by something beyond your control. I want you to be able to attack on your turn when you catch up to your opponent and not have to wait until he pulls away. Of course, if you allow opportunity attacks you could attack (grapple) when he pulls away.
That is another reason to not allow opportunity attacks – verisimilitude. In a real chase, if you and the one you are chasing are running at the same speed, you stay the same distance apart. In a turn-by-turn game, on his turn he pulls away, on your turn you catch up, on his turn he pulls away again and you get an opportunity attack. That works with the standard combat rules, but isn’t very realistic – especially if it is your character that is being chased! That is the main reason we need special chase rules.
I have addressed the problems with chases in D&D and proposed other solutions in earlier posts before the DMG came out:
https://olddungeonmaster.wordpress.com/2014/08/20/dd-5e-chase-rules/
https://olddungeonmaster.wordpress.com/2012/06/06/chase-rules/
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What are your thoughts if the party tries a range attack with a bow or a ranged spell? My idea is maybe to give disadvantage to it during the chase or have some innocent around the quarry in case the Party wants to compensate the lack of accuracy with an AoE spell
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That’s not a bad idea, and could be fun. Remember, in a chase everyone is dashing. If you take an attack action you can’t dash so you will fall behind. This may still be acceptable to the character who has a long range weapon, especially if they are falling behind. I might require the character to make the attack at disadvantage if their target runs into a “complication” that would make them harder to hit. Give them the option to attack without disadvantage with the understanding that if they do it will result in the possibility of a miss causing collateral damage.
This will all depend on the circumstances of the chase. There is more opportunity for causing harm to bystanders if you are in a crowded city than if you are in a sparse desert.
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just finishing running my first chase scene! the informations and your homebrew have been really helpful and the encounters have added quite some flavours!
I have added a crowd to pass through but the players quite avoided any collateral damage problem by using the magic missile, although my assassin on the run learnt from that and chose its path of escape accordingly.
One personal notation, the chase is pretty straight forward and doesn’t have much strategical options for the players (at least, it has been my impression), it’s only dash and attack occasionally and might risk getting not too exciting. I would personally recommend any DM doing a chase scene to try describe the situation as much as possible and flavour every round with something different: from crashing into a glass window a couple of workers are carrying by, entering a gnome house and get the family father angry at them, a flock of eastern merchants blocking the party to sell their merchandise, etc. We had a lot of good laughs, but mostly because i took inspiration from the classic “movie chase scenes” we all know (and it worked very well).
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That is great. All a good DM needs is a little nudge to get their ideas flowing. Sounds like you had a great chase.
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