Homebrew CHASE rules! in Gothenya | World Anvil
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Homebrew CHASE rules!

Here lies a grand attempt at making chase scenes in Dungeons & Draagons 5th Edition more exciting and fun. These rules can be played with printed notecards, or even a random roll chart (1d100). Enjoy!   Key Terms "Q"= Quarry (the mark) "H"= Hunter (The pursuers) "PLR" = Player (Either Q or H, PC or DM) "Plot"= Place all new set of course cards. "Continue"= Add cards to existing course. "Follow"= Use course previously plotted. "Stay"= Leave card on course after turn. "Go"= Remove card from course after turn. Replace with new facedown card. "Branch"= ability to take course in a new direction. Sequence of play Determine if Hunters are surprised by Quarry:   a. If Q was previously out-of-sight/hidden, use H’s Passive Perception vs Q's DEX/Stealth check.   b. If Q was visible (then suddenly fled) make a contested roll between H’s WIS/Perception or Insight vs Q’s DEX/Stealth.   If surprised, Q chooses:   a. Take full bonus round (for free) before H's take their first round.   b. Take movement only (no dash or other action) and gain Advantage on Initiative.   If H surprised, Q chooses path and lays out appropriate cards. 1 card = 10’. Typically, lay out either 3 or 6 cards (30’ or 60’) unless cunning action or otherwise.   1st non-surprise round. Roll initiative (Q may have advantage if previously chosen). Initiative locks until card effect states otherwise. If no surprise, Q automatically wins initiative. But all H's roll for their own placement. Active PLR with Initiative either plots new path, continues existing path, or follows existing path. Repeat until resolution.   Additional Rules All cards have conditions: Stay or Leave. Some cards have multiple options which determine Stay/Leave condition. A Stay card remains face up on the path after the PLR who flipped it finishes their turn. A Leave card is removed (reshuffled into deck) after the PLR who flipped finishes their turn. A Branch card creates a deviation in the path that can be either followed (creating a fork) or ignored (continues the original path). During chase, a PLR may use the Dash action [3 +CON Mod times] freely. Each additional dash action requires a DC10 CON check at end of turn. Failure = PC/NPC gains 1 level of exhaustion. PLR drops out of race at exhaustion level 5, since speed is reduced to 0. If any distance between H & Q exists, determine how many feet ahead Q is and divide by ten (round down). This represents the number of New cards H must play before it can follow Q’s path.   End Chase If neither side gives up the chase, Q makes a DEX (Stealth) check at the end of each round, after every PLR in the chase has taken its turn. The result is compared to H's passive WIS (Perception) score(s). If Q consists of multiple creatures, they all make the check.   If Q is never out of the lead H's sight, the check fails automatically. Otherwise, if the result of Q's check is greater than the highest passive score, that Q escapes. If not, the chase continues for another round.   Q gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual. Escape Factors Factor Check Has... Q has many things to hide behind Advantage Q is in very crowded or noisy area Advantage Q has few things to hide behind Disadvantage Q is in clear or quiet area Disadvantage Lead H is Ranger or has Survival prof. Disadvantage The Cards Card 01. (24) “Keep Going” - Nothing happens, continue action without consequence. --Go.   Card 02. (2) “Slippery Surface” - The ground beneath you is slippery with rain, oil, etc. Make a DC 10 Dex saving throw. On a failed save, you fall prone. --Stay.   Card 03. (2) “Object in Path, Fixed” - A large obstacle blocks your way. Make a DC 15 Dex/Acrobatics check to get past it. On a failed check, the obstacle counts as 10' difficult terrain. --Stay.   Card 04. (2) “Object in Path, Moveable” A small/med object blocks your path. Either Make a DC 12 Dex/Acrobatics check to get past it, or a DC 14 Str/Athletics check to push it aside. If either fails, obstacle counts as 10' difficult terrain--Stay (if dodged), Go (if pushed).   Card 05. (2) “Object in Path, Breakable” A large but fragile barrier blocks your path. Take a melee attack action (or possible bonus) to smash it and keep going. On a fail, you bounce off the barrier and (unless Dex Save DC 15) fall prone. --Stay/Go (if destroyed).   Card 06. (2) “Person in Path, One or Few” - Make a DC10 Str (Athletics), DC12 Dex (Acrobatics), or DC15 Cha (Intimidation) check (your choice) to slip past. Succeed automatically if you toss a few coins to the side. On failed check, the person counts as 10' difficult terrain. --Go.   Card 07. (2) “Crowd in Path” - Make a DC10 Str (Athletics) or Dex (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On a failed check, crowd counts as 10' difficult terrain. --Stay.   Card 08. (1) “Confusion/Lost Line of Sight” You momentarily lose your bearings/quarry. Make a DC15 Wis (Insight or Perception) check. Failure means you use your remaining actions/turn to get it together. --Go.   Card 09. (1) “Falling Object” You feint to avoid something falling from above (maybe a chamber pot emptying?). Make a DC 12 Dex Save to avoid slipping and falling prone. --Go.   Card 10. (3) “Upper Level Access” You may either ignore or choose to go up a level (rooftops?) , where traffic is lighter. Every turn you begin "up" you may discard/redraw 1d3 cards once played. --Stay/Branch.   Card 11. (2) "Turn Corner” You may either ignore or choose to take the corner and attempt to hide. Roll a Stealth Check vs each H's passive perception. On a success, you hide and all H's lose their turn trying to find you. At beginning of next turn you may either begin a new path and continue running or roll a new Stealth check and go into End Chase mode. On a fail, your turn ends and you are seen. --Stay/Branch.   Card 12. (1) “Roof/Floor Collapse/Crumble” The ground (or shingles) beneath your feet give way. Make a DC 15 DEX Save to avoid falling prone. --Stay.   Card 13. (2) "Short Wall/Roof Extension/Chimney" A waist-high obstacle is in your path which you may vault over with a DC12 Str/Athletics or Dex/Acrobatics check (your choice). --Stay   Card 14. (1) "The Authorities" An overzealous guard (MM) sees you running and assumes your guilt. If you move past this card, the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit). You can instead end the chase to attack first or try to hide (Stealth DC 18), or even threaten or plead with him (Cha/Persuade/Intimidate DC 18). --Stay (unless defeated in combat).   Card 15. (2) "Mud/Soft Surface" the ground beneath your feet turns to mush. Cut remaining move in half or attempt a DC18 Dex/Acrobatics check to vault. If failed, fall prone in mud/muck. --Stay.   Card 16. (1) "Merchant Cart!" A horse-pulled cart is moving in the same direction as you. Make a DC16 Acrobatics check to jump aboard and gain +20' move and bypass next two cards (if any remain). Effect this round only (cart turns direction after) --Go.   Card 17. (1) "Sharp Turn to Dead End/Rooftops End" You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC10 Dex saving throw to navigate the turn/steep drop. On a failed save, you collide with something hard and take 1d4 bludgeoning damage/fall from roof and take 2d4 bludgeoning damage. --Stay.   Card 18. (1) "Maze of Kids" A bunch of kids playing street games create a maze to mavigate. Make a DC 10 Dex (Acrobatics) or Int check (your choice) to navigate the maze. On a failed check, the maze of kids counts as 10 feet of difficult terrain. --Stay.  
rooftop chase

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