I'll start this with the basic assumption that boots of speed stack with the Haste spell. So, making a monk means that your character will be able to move faster, and using the rule that sprinting is 4x your walking speed and running is 3x, then my monk normally at full sprint with his 10 ft. per second walking speed. Once you transmute that to feet per hour you get 144,000 ft. per hour. That's around 27.2727273 mph. Take that and multiply it by 2 for the boots, then again by 2 for Haste. This is equal a little less than 110 MPH. The average punch speed for professional boxers is around 25 mph, so this is over 4 times that and I'm thinking should do 4 times the damage if not more (though it would also likely do damage to the monk). What do you guys think?
If you look and dig around the forums and Google, there are plenty of ways to go very fast. With the right classes and items, a character can break the sound barrier too.
RAW, I do not think there is anything that supports increasing damage based on speed though, so it is up the to the GM on how they interpret high velocity impact.
I don’t think it should do more damage, specifically because the monk is using magic to all of that and once you throw magic into the mix, the standard laws of physics are thrown out of the window.
To answer your initial question, yes, they do work that way. The distinction is the boots specify walking speed, whereas haste states all speeds. So if you had a character with flying, you’d have 120 ft of walking speed, 60 of flying since the boots do not affect any other speed. To give my opinion on the latter, absolutely not. I’m not enabling a monk to have 4d(whatever) die, simply because now it keeps going. Now if we dash with a bonus action, our base 30 with boots is 60, haste is 120, and dash is 240 so the damage would just keep going up. Even if we do something similar to Deku from My Hero Academia where using this ability basically obliterates his arms? Still don’t want to set that table in the style of games I play.
Now, if this is just a truly homebrew heavy game? **** it, go apeshit. In most games though, I’d personally say no.
First of all I think you're trying to apply real world physics to a world where goblins shoot lightning from their fingertips. And the rules are intended as a simplified abstraction of the nonrealistic "science" that that world is based on. So right there: No.
Second, current 5e rules don't work like you're describing. The fastest you can move in combat is a dash action (2x base speed) which replaces any normal attack actions. I think it's possible to take dash twice if you do it as your main action and also have something like a rogue's cunning action that lets you do it as a bonus action, but that again means you can't use that bonus action to attack.
3.5 rules has the run action that could move 4x your base speed, which also required sacrificing any opportunity to attack. 3.5 also has specific rules for combining modifiers by stacking them, not multiplying them geometrically so two 2x multiplier effects like boots of speed and haste would result in triple base speed, not quadruple. This is mostly used to apply to critical damage modifiers from multiple sources such as feats, magical enhancement, and prestige class abilities that can already result in pretty absurd damage totals with a specialized "crit monster" build with just stacking rather than exponential increases. So even in the much more munchkin friendly 3.5 rules your idea wouldn't work as you imagine/wish.
If you want to homebrew rules that require five minutes of convoluted multivariable algebra to calculate your movement and damage stats based on applicable modifiers that change from turn to turn, have fun getting a group of hardcore math nerds together for a three hour game of improv hypothetical superhero rocket science every time you fight an encounter that actually poses a challenge. But it doesn't sound like you want a challenging encounter rather than an excuse to show your DM to convince them that your awesome character should have absurd advantages in every encounter so your crushing victory is assured before you start playing and everybody's only there to witness your glory.
If you want to play a balanced game where you can get bonuses for running really fast before you hit things because you just like the flavor of it, I would suggest looking into a different system that takes that kind of thing into account because D&D's abstracted and simplified rules certainly do not. I would imagine there are superhero focused games out there that would have rules specifically for this sort of thing because it's what speedsters like the Flash are all about. It sounds like you want to play the Flash and D&D does not have the Flash.
I'll start this with the basic assumption that boots of speed stack with the Haste spell. So, making a monk means that your character will be able to move faster, and using the rule that sprinting is 4x your walking speed and running is 3x, then my monk normally at full sprint with his 10 ft. per second walking speed. Once you transmute that to feet per hour you get 144,000 ft. per hour. That's around 27.2727273 mph. Take that and multiply it by 2 for the boots, then again by 2 for Haste. This is equal a little less than 110 MPH. The average punch speed for professional boxers is around 25 mph, so this is over 4 times that and I'm thinking should do 4 times the damage if not more (though it would also likely do damage to the monk). What do you guys think?
Even if you could get extra damage from such a speed boost (which as others have pointed out, you can't), you would take the extra damage too. Not like your body is designed for that velocity impact.
Agreed. Which is why superheroes have "requisite secondary powers" to survive the use of their "main" powers. A superhero focused game would be balanced for that sort of thing. D&D is balanced for swords, armor and shooting lightning from your fingertips. Lightning that specifically works in ways that real world lightning does not, for purposes of both simplicity and game balance. Any form of quantifiable and calculable real world physical effects does not apply.
I appreciate the replies, even some of the less sugar-coated ones. Now, to respond to your concerns. The dash action mention is an important point for Dungeons and Dragons 5th Edition, I was using the idea of a 4x running speed but had neglected to double check which edition that was from. So, with that my monk's speed would be reduced to around 30 MPH (assuming I didn't have a bonus action version of dash either). Now, to whether or not speed applies extra damage. Homebrew rule creation is consistently supported by Wizards of the Coast, and hell, even the creators of Dungeons and Dragons originally. One of the main reasons for this is because there are holes in the core ruleset that might be fixed in different ways depending on the DM or gamer group. Furthermore, I did mention that the monk might indeed take damage from the impact as well. As to whether or not this is better suited for a superhero game, as some others mentioned this is a world where "goblins throw lighting from their fingers" (nice example by the way, I thought it was pretty accurate and funny) and magic can temporarily stop time, so this ability when taken in that context is rather normal. The Flash, however, can travel at upwards of 200 mph pretty much as soon as he gets his powers, so just a little faster than this potential monk. Also, whether or not I had a group of math nerds this could still be a fun sentence, imagine these two versions of the same thing: 1, You're monk blasts off like a bullet, eating ground and smashing into the enemy. Alright, now roll your damage. Versus 2 starting from the last sentence there, Alright, your fist obliterates the enemy, chunks and bits of him flying everywhere like an exploded turkey, sadly, you think you see parts of your arm among the wreckage. I'm just saying, what's cooler? The group of math nerds comment I'll also respond too though I considered leaving that out. With or without math nerds, suspension of disbelief is an important part of any roleplaying game, and having a little realism in an otherwise unrealistic world helps tie in our own knowledge base and potentially increase said suspension of disbelief. Whether or not math nerds would enjoy it more remains to be seen, but it is rather irrelevant what extracurricular interests the group has unless they see fit to add them into the game.
As a final note, I apologize if this sounds at all severe, truly I appreciate the responses and I honestly think that all of you were attempting to be helpful and that all of you were helpful in clarifying the thought process behind this monk idea, but now that the main concerns have been dealt with, what do all of you think about this ability for homebrew purposes?
You said the Flash was "only a little bit faster" and that's pretty much all you need to say. You're almost as fast as a Super Hero. You don't say what level this all takes to do, and I don't really want to spend the time to try and figure it out. At Tier 4, at about level 20, getting something like this as a sort of Capstone at the end of the game would be all right, and the damage probably isn't that overpowered then. Anything before that isn't the realm for someone only a little bit slower than the Flash.
Good luck with the Homebrew tools. I find them impossible to use.
The rules in D&D do exactly what they say they do. No more, no less. If you think it would be 'logical' that a creature at a certain movement speed would inflict more damage, leave logic behind, it is not welcome 'here'... ;)
For homebrew purposes, I think the idea of a character being able to push themselves to extreme speeds in order to inflict more damage is pretty cool, as long as it comes with the drawback that Kotath pointed out that body of the attacker is not necessarily designed to withstand that sort of impact.
Creating a drawback mechanic might work. At certain speeds, you have to make constitution saving throws when you attack, or risk injuring yourself. At higher speeds, you risk the temporary loss of function from the impact (ex. the force of impact causes your hand to swell with pain, and you cannot make an attack on the next action). At even higher speeds, you run the risk of a longer, yet relatively short-term injury (ex. the force of impact damages your joints, and you cannot make unarmed strike attacks until a short rest is taken, or some type of spell is applied to heal the hand). When you get into ridiculous speeds that cause massive amounts of damage, you run the risk of breaking the bones in your body, impairing unarmed strikes in combat and providing disadvantage on certain ability checks.
Neat idea that might be potentially balanced with more homebrew ruling. If I had a monk in my group that wanted their speed to affect their strike, I would probably get them to make an athletics check to properly apply additional damage, and then a constitution check to see if they can avoid the force of impact negatively affecting the monk. I know it isn't rules as written, but I like to reward creative suggestions or solutions that my players come up with (within reason)!
Thanks Spam The Damage, I think that's a really good suggestion, and one I'll bring up to the DM. I also think that rewarding creativity in how one handles an encounter or really any situation in Dungeons and Dragons is key to encouraging players to think outside of the box and come up with interesting and certainly unique gaming sessions.
Ha! I like that comment Greenstone_Walker, but I have a sneaking suspicion that you will also want me to use some chalk enchanted by Professor Umbridge, and I might find those words carved into my hand.
The rules in D&D do exactly what they say they do. No more, no less. If you think it would be 'logical' that a creature at a certain movement speed would inflict more damage, leave logic behind, it is not welcome 'here'... ;)
That peasant railgun article is an excellent example of the sort of thing you're trying to do here. To quote that article:
For this to work as intended, you would need two things:
A set of rules that mixes real-world physics with D&D game rules to create something not quite as good as either.
A DM who either doesn’t understand the rules of the game or can’t be bothered to care.
That right there sums up everything I can possibly say on the matter.
The average punch speed for professional boxers is around 25 mph...
To specify, the average top punching speed of professional boxers is around 25 mph. Some are (a lot) faster, some are therefore also slower. More importantly though, this top punching speed aligns with jabbing, not with every type of punch thrown, precisely because the jab is meant to be speedy rather than powerful. Hitting hard is important in boxing, but not as important as hitting period. Jabs are used to create an opening for a more powerful punch, not to deliver a knockout.
In terms of mechanics, monks already have a mechanic for hitting harder - Martial Arts. That includes the pursuit of physical perfection and flawless technique, and thus speed. The Boots increase your walking speed; Haste does the same and gives you an extra action; neither lets you swing a punch faster or more accurately. If your argument is that going faster lets you hit harder this should logically apply to everyone going fast - fighters swinging swords, barbarians with a maul, paladins leveling a lance at an opponent atop a charging steed, and so on. We'd just be moving the bar at that point, not making monks stand out. Thirty miles per hour is fast for running, but less so for punching. If momentum is supposed to deliver power, the puncher would presumably need to get up to speed before punching - did you intend to run in circles around your target in order to reach maximum velocity?
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Actually Pangurjan, I was thinking more of a surprise attack thing, enemy doesn’t see you coming at first and you start far enough back to reach top speed, but with 30mph it might be a negligible increase in damage unless the monk were to potentially use a jump kick at the end of that run, as that would add the kicking speed more efficiently than a punch would add speed. Also, circle running still keeps one going a bit slower than they can truly run, so I’d really only be using this in straight shot attacks. Thanks for the comment by the way, it really got me thinking about how this would work.
Let’s keep this civil please. If you’d rather not include any sort of real-world physics into your gaming sessions that’s alright and that’s up to you and your party, but DMing is a flexible thing. I think a quote from Gary Gygax, one of the co-founders of Dungeons and Dragons really sums this up, “It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.” If the intent of the game is to have fun, as most gaming sessions are, then making a monk that can move at ridiculous speeds could not only be an interesting story point, but also one that can be used to make a difference depending on how creatively the player uses it. Say they were attempting to tackle someone, that person should get a disadvantage on their strength saving throw if the monk is moving at a high velocity, because that would create a much larger impact force thereby knocking back or down the enemy creature more easily.
I can say from experience that the rules are important for the DM to know, but nothing in the rules states whether or not extra speed increases the ability to do certain things, from tackling to attacking and everything between. Furthermore, I never said that homebrew rules were nice do to their freedom of use, I was simply stating that they can help fill in the aforementioned holes in the current rules.
Mydianchlarus
Also, I read the peasant railgun theory and that’s hilarious, ridiculous, but definitely funny.
I think you’re trying to find a loopholes and abuse the rules to give yourself extra benefits, trying to abuse all the rules on speed and then arguing for extra damage is hardly a novel idea though, it’s been discussed pretty extensively all over d&d forums. Basically, you’re trying to mix d&d rules and real physics here, this isn’t how it works, for the same reason peasant railgun doesn’t work.
If you do insist on mixing real physics in, in your tackling example, your monk moving at 110mph and smashing into someone (which is more or less what tackling is) would take the same damage as the enemy and end up with most of his bones broken and his internal organs smashed to pulp.
While there is nothing in the rules (neither RAW nor RAI), you can always make a point for what is fun at your table.
If it was my table, and you are interested in making the awesome speed of your character more tangible, I'd recommend looking at the goat, which is a medium sized creature with the Charge feature. It may not be as fast as your character, but its anatomy is better suited to withstand the force required by such an attack. I think it would be a reasonable addition, that is not overpowered, and can increase the fun you are having.
If you are going for fun, then homebrew whatever you want! But mixing actual physics into the mix is going to get real squishy (pun intended) because your body is probably not built to withstand impacts at that speed either. I'm thinking of the stories of people in cars and roller coasters sticking an arm/leg out and seriously injuring someone (or decapitating them), but also suffering severe injury as well (broken arms/legs/dismemberment).
One way to adjudicate this at high enough speeds (over 500 feet/round) would be to start using the "falling onto another creature" ruleset.
I'll start this with the basic assumption that boots of speed stack with the Haste spell. So, making a monk means that your character will be able to move faster, and using the rule that sprinting is 4x your walking speed and running is 3x, then my monk normally at full sprint with his 10 ft. per second walking speed. Once you transmute that to feet per hour you get 144,000 ft. per hour. That's around 27.2727273 mph. Take that and multiply it by 2 for the boots, then again by 2 for Haste. This is equal a little less than 110 MPH. The average punch speed for professional boxers is around 25 mph, so this is over 4 times that and I'm thinking should do 4 times the damage if not more (though it would also likely do damage to the monk). What do you guys think?
If you look and dig around the forums and Google, there are plenty of ways to go very fast. With the right classes and items, a character can break the sound barrier too.
RAW, I do not think there is anything that supports increasing damage based on speed though, so it is up the to the GM on how they interpret high velocity impact.
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I don’t think it should do more damage, specifically because the monk is using magic to all of that and once you throw magic into the mix, the standard laws of physics are thrown out of the window.
To answer your initial question, yes, they do work that way. The distinction is the boots specify walking speed, whereas haste states all speeds. So if you had a character with flying, you’d have 120 ft of walking speed, 60 of flying since the boots do not affect any other speed. To give my opinion on the latter, absolutely not. I’m not enabling a monk to have 4d(whatever) die, simply because now it keeps going. Now if we dash with a bonus action, our base 30 with boots is 60, haste is 120, and dash is 240 so the damage would just keep going up. Even if we do something similar to Deku from My Hero Academia where using this ability basically obliterates his arms? Still don’t want to set that table in the style of games I play.
Now, if this is just a truly homebrew heavy game? **** it, go apeshit. In most games though, I’d personally say no.
First of all I think you're trying to apply real world physics to a world where goblins shoot lightning from their fingertips. And the rules are intended as a simplified abstraction of the nonrealistic "science" that that world is based on. So right there: No.
Second, current 5e rules don't work like you're describing. The fastest you can move in combat is a dash action (2x base speed) which replaces any normal attack actions. I think it's possible to take dash twice if you do it as your main action and also have something like a rogue's cunning action that lets you do it as a bonus action, but that again means you can't use that bonus action to attack.
3.5 rules has the run action that could move 4x your base speed, which also required sacrificing any opportunity to attack. 3.5 also has specific rules for combining modifiers by stacking them, not multiplying them geometrically so two 2x multiplier effects like boots of speed and haste would result in triple base speed, not quadruple. This is mostly used to apply to critical damage modifiers from multiple sources such as feats, magical enhancement, and prestige class abilities that can already result in pretty absurd damage totals with a specialized "crit monster" build with just stacking rather than exponential increases. So even in the much more munchkin friendly 3.5 rules your idea wouldn't work as you imagine/wish.
If you want to homebrew rules that require five minutes of convoluted multivariable algebra to calculate your movement and damage stats based on applicable modifiers that change from turn to turn, have fun getting a group of hardcore math nerds together for a three hour game of improv hypothetical superhero rocket science every time you fight an encounter that actually poses a challenge. But it doesn't sound like you want a challenging encounter rather than an excuse to show your DM to convince them that your awesome character should have absurd advantages in every encounter so your crushing victory is assured before you start playing and everybody's only there to witness your glory.
If you want to play a balanced game where you can get bonuses for running really fast before you hit things because you just like the flavor of it, I would suggest looking into a different system that takes that kind of thing into account because D&D's abstracted and simplified rules certainly do not. I would imagine there are superhero focused games out there that would have rules specifically for this sort of thing because it's what speedsters like the Flash are all about. It sounds like you want to play the Flash and D&D does not have the Flash.
Agreed. Which is why superheroes have "requisite secondary powers" to survive the use of their "main" powers. A superhero focused game would be balanced for that sort of thing. D&D is balanced for swords, armor and shooting lightning from your fingertips. Lightning that specifically works in ways that real world lightning does not, for purposes of both simplicity and game balance. Any form of quantifiable and calculable real world physical effects does not apply.
Hey guys,
I appreciate the replies, even some of the less sugar-coated ones. Now, to respond to your concerns. The dash action mention is an important point for Dungeons and Dragons 5th Edition, I was using the idea of a 4x running speed but had neglected to double check which edition that was from. So, with that my monk's speed would be reduced to around 30 MPH (assuming I didn't have a bonus action version of dash either). Now, to whether or not speed applies extra damage. Homebrew rule creation is consistently supported by Wizards of the Coast, and hell, even the creators of Dungeons and Dragons originally. One of the main reasons for this is because there are holes in the core ruleset that might be fixed in different ways depending on the DM or gamer group. Furthermore, I did mention that the monk might indeed take damage from the impact as well. As to whether or not this is better suited for a superhero game, as some others mentioned this is a world where "goblins throw lighting from their fingers" (nice example by the way, I thought it was pretty accurate and funny) and magic can temporarily stop time, so this ability when taken in that context is rather normal. The Flash, however, can travel at upwards of 200 mph pretty much as soon as he gets his powers, so just a little faster than this potential monk. Also, whether or not I had a group of math nerds this could still be a fun sentence, imagine these two versions of the same thing: 1, You're monk blasts off like a bullet, eating ground and smashing into the enemy. Alright, now roll your damage. Versus 2 starting from the last sentence there, Alright, your fist obliterates the enemy, chunks and bits of him flying everywhere like an exploded turkey, sadly, you think you see parts of your arm among the wreckage. I'm just saying, what's cooler? The group of math nerds comment I'll also respond too though I considered leaving that out. With or without math nerds, suspension of disbelief is an important part of any roleplaying game, and having a little realism in an otherwise unrealistic world helps tie in our own knowledge base and potentially increase said suspension of disbelief. Whether or not math nerds would enjoy it more remains to be seen, but it is rather irrelevant what extracurricular interests the group has unless they see fit to add them into the game.
As a final note, I apologize if this sounds at all severe, truly I appreciate the responses and I honestly think that all of you were attempting to be helpful and that all of you were helpful in clarifying the thought process behind this monk idea, but now that the main concerns have been dealt with, what do all of you think about this ability for homebrew purposes?
Thank you all,
Mydianchlarus
You said the Flash was "only a little bit faster" and that's pretty much all you need to say. You're almost as fast as a Super Hero. You don't say what level this all takes to do, and I don't really want to spend the time to try and figure it out. At Tier 4, at about level 20, getting something like this as a sort of Capstone at the end of the game would be all right, and the damage probably isn't that overpowered then. Anything before that isn't the realm for someone only a little bit slower than the Flash.
Good luck with the Homebrew tools. I find them impossible to use.
<Insert clever signature here>
Especially for things like movement speed, you should keep in mind that D&D is not meant to be a reality simulation.
When I heard about the Peasant Railgun, it blew my mind...
The rules in D&D do exactly what they say they do. No more, no less. If you think it would be 'logical' that a creature at a certain movement speed would inflict more damage, leave logic behind, it is not welcome 'here'... ;)
More Interesting Lock Picking Rules
For homebrew purposes, I think the idea of a character being able to push themselves to extreme speeds in order to inflict more damage is pretty cool, as long as it comes with the drawback that Kotath pointed out that body of the attacker is not necessarily designed to withstand that sort of impact.
Creating a drawback mechanic might work. At certain speeds, you have to make constitution saving throws when you attack, or risk injuring yourself. At higher speeds, you risk the temporary loss of function from the impact (ex. the force of impact causes your hand to swell with pain, and you cannot make an attack on the next action). At even higher speeds, you run the risk of a longer, yet relatively short-term injury (ex. the force of impact damages your joints, and you cannot make unarmed strike attacks until a short rest is taken, or some type of spell is applied to heal the hand). When you get into ridiculous speeds that cause massive amounts of damage, you run the risk of breaking the bones in your body, impairing unarmed strikes in combat and providing disadvantage on certain ability checks.
Neat idea that might be potentially balanced with more homebrew ruling. If I had a monk in my group that wanted their speed to affect their strike, I would probably get them to make an athletics check to properly apply additional damage, and then a constitution check to see if they can avoid the force of impact negatively affecting the monk. I know it isn't rules as written, but I like to reward creative suggestions or solutions that my players come up with (within reason)!
I think that you should write on the blackboard 100 times:
"D&D is not a physics simulator."
:-)
Thanks Spam The Damage, I think that's a really good suggestion, and one I'll bring up to the DM. I also think that rewarding creativity in how one handles an encounter or really any situation in Dungeons and Dragons is key to encouraging players to think outside of the box and come up with interesting and certainly unique gaming sessions.
Ha! I like that comment Greenstone_Walker, but I have a sneaking suspicion that you will also want me to use some chalk enchanted by Professor Umbridge, and I might find those words carved into my hand.
Your method of "dealing with concerns" is to say "homebrew is cool because it lets me do cool things without bothering with game balance."
That peasant railgun article is an excellent example of the sort of thing you're trying to do here. To quote that article:
For this to work as intended, you would need two things:
That right there sums up everything I can possibly say on the matter.
To specify, the average top punching speed of professional boxers is around 25 mph. Some are (a lot) faster, some are therefore also slower. More importantly though, this top punching speed aligns with jabbing, not with every type of punch thrown, precisely because the jab is meant to be speedy rather than powerful. Hitting hard is important in boxing, but not as important as hitting period. Jabs are used to create an opening for a more powerful punch, not to deliver a knockout.
In terms of mechanics, monks already have a mechanic for hitting harder - Martial Arts. That includes the pursuit of physical perfection and flawless technique, and thus speed.
The Boots increase your walking speed; Haste does the same and gives you an extra action; neither lets you swing a punch faster or more accurately. If your argument is that going faster lets you hit harder this should logically apply to everyone going fast - fighters swinging swords, barbarians with a maul, paladins leveling a lance at an opponent atop a charging steed, and so on. We'd just be moving the bar at that point, not making monks stand out.
Thirty miles per hour is fast for running, but less so for punching. If momentum is supposed to deliver power, the puncher would presumably need to get up to speed before punching - did you intend to run in circles around your target in order to reach maximum velocity?
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Actually Pangurjan, I was thinking more of a surprise attack thing, enemy doesn’t see you coming at first and you start far enough back to reach top speed, but with 30mph it might be a negligible increase in damage unless the monk were to potentially use a jump kick at the end of that run, as that would add the kicking speed more efficiently than a punch would add speed. Also, circle running still keeps one going a bit slower than they can truly run, so I’d really only be using this in straight shot attacks. Thanks for the comment by the way, it really got me thinking about how this would work.
Hey Flushmaster,
Let’s keep this civil please. If you’d rather not include any sort of real-world physics into your gaming sessions that’s alright and that’s up to you and your party, but DMing is a flexible thing. I think a quote from Gary Gygax, one of the co-founders of Dungeons and Dragons really sums this up, “It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.” If the intent of the game is to have fun, as most gaming sessions are, then making a monk that can move at ridiculous speeds could not only be an interesting story point, but also one that can be used to make a difference depending on how creatively the player uses it. Say they were attempting to tackle someone, that person should get a disadvantage on their strength saving throw if the monk is moving at a high velocity, because that would create a much larger impact force thereby knocking back or down the enemy creature more easily.
I can say from experience that the rules are important for the DM to know, but nothing in the rules states whether or not extra speed increases the ability to do certain things, from tackling to attacking and everything between. Furthermore, I never said that homebrew rules were nice do to their freedom of use, I was simply stating that they can help fill in the aforementioned holes in the current rules.
Mydianchlarus
Also, I read the peasant railgun theory and that’s hilarious, ridiculous, but definitely funny.
I think you’re trying to find a loopholes and abuse the rules to give yourself extra benefits, trying to abuse all the rules on speed and then arguing for extra damage is hardly a novel idea though, it’s been discussed pretty extensively all over d&d forums. Basically, you’re trying to mix d&d rules and real physics here, this isn’t how it works, for the same reason peasant railgun doesn’t work.
If you do insist on mixing real physics in, in your tackling example, your monk moving at 110mph and smashing into someone (which is more or less what tackling is) would take the same damage as the enemy and end up with most of his bones broken and his internal organs smashed to pulp.
While there is nothing in the rules (neither RAW nor RAI), you can always make a point for what is fun at your table.
If it was my table, and you are interested in making the awesome speed of your character more tangible, I'd recommend looking at the goat, which is a medium sized creature with the Charge feature. It may not be as fast as your character, but its anatomy is better suited to withstand the force required by such an attack. I think it would be a reasonable addition, that is not overpowered, and can increase the fun you are having.
More Interesting Lock Picking Rules
If you are going for fun, then homebrew whatever you want! But mixing actual physics into the mix is going to get real squishy (pun intended) because your body is probably not built to withstand impacts at that speed either. I'm thinking of the stories of people in cars and roller coasters sticking an arm/leg out and seriously injuring someone (or decapitating them), but also suffering severe injury as well (broken arms/legs/dismemberment).
One way to adjudicate this at high enough speeds (over 500 feet/round) would be to start using the "falling onto another creature" ruleset.
Ultimately is this what you are looking at when you reach Epic levels? https://www.youtube.com/watch?v=YaUC1Al53uc
Samuel M. Wright, the Man, the Myth...