I was reading through the new Chasessection in the 2024 DMG, and had a question on the way they worded Dashing.
Within the Running the Chase section, in the Dashingparagraph, it states that a chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier. The paragraph then goes on to state that with each additional Dash action taken the character must succeed on a DC10 Con Save or take 1 point of Exhaustion.
My main question is this; is the DMG saying that in Chases a player can take the dash action more than once on each turn, or is this talking in general, and just limiting the number of times a character can Dash on each of their turns as they would start to get tired eventually?
I assume it is the latter, as Dashing more than once per turn seems broken in a chase, but just want to clarify :)
Cheers!
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You only get 1 Action per turn ("Beginning the Chase"), so the Dash Action is what you can take 3+ConMod times per chase without a check. After using it 3 turns, you then rely on your ConMod to help you compete in later turns.
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You only get 1 Action per turn ("Beginning the Chase"), so the Dash Action is what you can take 3+ConMod times per chase without a check. After using it 3 turns, you then rely on your ConMod to help you compete in later turns.
That is what I thought and just wanted to confirm, thank you :)
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Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty. Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers; Sing too of Chromatic Tiamat, painting all over the infinite canvas. Partnered, they woke in the darkness; partnered, they labored in acts of creation.
You only get 1 Action per turn ("Beginning the Chase"), so the Dash Action is what you can take 3+ConMod times per chase without a check. After using it 3 turns, you then rely on your ConMod to help you compete in later turns.
If they get multiple attacks, couldn't they substitute those attack actions for some of those Dash Actions?
You only get 1 Action per turn ("Beginning the Chase"), so the Dash Action is what you can take 3+ConMod times per chase without a check. After using it 3 turns, you then rely on your ConMod to help you compete in later turns.
If they get multiple attacks, couldn't they substitute those attack actions for some of those Dash Actions?
No, the way Extra Attack works is that you attack X number of times per Attack Action, so you're still getting one Action, you just get more attacks out of it.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Why does Expeditious Retreat last for 600 turns, when most can only Dash less than 20 times max by these rules?
If you want interesting chases, don’t nerf a 1st level Spell and multiple 2nd level abilities. Give an NPC, that has a habit of running away or chasing down somebody, the same skills/spells/equipment (Wayfarer’s Boots) that PCs may or may not utilize.
Cause now you’ve got an issue where Monks (Step of the Wind), Rogues (Cunning Action), Wood Elves one Expeditious Retreat/day, and casters with Expeditious Retreat getting exhausted after a couple Dashes while melee classes with great weapons are swinging away 2-4 times a turn without a hint of tiring.
There’s no logical reason why a chase would impose limitations that combat wouldn’t, especially when you’re doing only one thing.
Why does Expeditious Retreat last for 600 turns, when most can only Dash less than 20 times max by these rules?
If you want interesting chases, don’t nerf a 1st level Spell and multiple 2nd level abilities. Give an NPC, that has a habit of running away or chasing down somebody, the same skills/spells/equipment (Wayfarer’s Boots) that PCs may or may not utilize.
Cause now you’ve got an issue where Monks (Step of the Wind), Rogues (Cunning Action), Wood Elves one Expeditious Retreat/day, and casters with Expeditious Retreat getting exhausted after a couple Dashes while melee classes with great weapons are swinging away 2-4 times a turn without a hint of tiring.
There’s no logical reason why a chase would impose limitations that combat wouldn’t, especially when you’re doing only one thing.
Summary: the Chase mechanics are hot garbage.
Expeditious Retreat allows you to take a bonus action to take the Dash Action. It does not require it.
But regardless, the Exhaustion levels gained from chase rules are not 'real' levels of exhaustion, and they are removed from a single Short Rest. The main reason for these rules is storytelling, as an eternal "Everyone takes Dash" chase will be very boring.
Why does Expeditious Retreat last for 600 turns, when most can only Dash less than 20 times max by these rules?
If you want interesting chases, don’t nerf a 1st level Spell and multiple 2nd level abilities. Give an NPC, that has a habit of running away or chasing down somebody, the same skills/spells/equipment (Wayfarer’s Boots) that PCs may or may not utilize.
Cause now you’ve got an issue where Monks (Step of the Wind), Rogues (Cunning Action), Wood Elves one Expeditious Retreat/day, and casters with Expeditious Retreat getting exhausted after a couple Dashes while melee classes with great weapons are swinging away 2-4 times a turn without a hint of tiring.
There’s no logical reason why a chase would impose limitations that combat wouldn’t, especially when you’re doing only one thing.
Summary: the Chase mechanics are hot garbage.
If your chase encounter is taking long enough for someone to dash 20 times, it's already way too fricken long, let alone 600 rounds. You would never complain about a combat encounter not lasting 600 turns, and a chase scene is subject to much of the same rules of combat: ideally you want it to last 3-5 rounds before it starts to slog and become boring.
I don't think it's "hot garbage" for imposing common sense limitations on dashing in a way that encourages better flow of gameplay at the table.
And if the “Experience” strays too far from basic logic, then immersion is lost.
I understand the “rationale” for these rules, and that rationale is hot garbage as well.
Nerfing supposedly Heroic Characters to the level LOWER than modern day office workers who can run 26 miles (a marathon) at an average pace of 10 ft/s (60’/turn; 1 Dash for a standard Speed of 30’) for 4 hours and 30 minutes and fastest runners going as high as 25 ft/s (150’/turn; 5 Dashes for a standard Speed of 30’) for 2 hours is beyond ridiculous. You think Adventures can’t keep up a pace for longer than one minute (10 turns) without getting winded?
Monks and Rogues can Dash 2 times a turn, and Warriors of the Open Hand Monks can Dash 3 times a turn.
Besides, part of the “logic” for these rules were actually to lengthen chases, so what are you even arguing?
”The rules for movement in combat don’t translate to every situation. In particular, they can make a potentially thrilling chase seem dull and predictable. Faster creatures always catch up to slower ones, while creatures with the same Speed never close the distance between each other. Use the following rules to introduce random elements that make chases more exciting.” - DMG, Chapter 3, Chases
But hey, if you want to play characters who can’t even handle a modern day marathon where average people move 10 ft/s (60’/turn; or a movement and a Dash every turn for standard players) for FOUR AND A HALF HOURS (2,700 turns) and far less than the fastest marathon runners moving 25 ft/s (150’/turn; a Monk 10 Dashing twice per turn) that’s all you, mate.
If somebody needs hot garbage rules to make a chase event more exciting, maybe they need to exercise their imagination a little more. There are enough rules already that solutions outside of illogical nerfing can be developed.
I’m not sure what “common sense” you’re referring to. Could you expound on that?
Monks and Rogues can Dash 2 times a turn, and Warriors of the Open Hand Monks can Dash 3 times a turn.
Besides, part of the “logic” for these rules were actually to lengthen chases, so what are you even arguing?
”The rules for movement in combat don’t translate to every situation. In particular, they can make a potentially thrilling chase seem dull and predictable. Faster creatures always catch up to slower ones, while creatures with the same Speed never close the distance between each other. Use the following rules to introduce random elements that make chases more exciting.” - DMG, Chapter 3, Chases
But hey, if you want to play characters who can’t even handle a modern day marathon where average people move 10 ft/s (60’/turn; or a movement and a Dash every turn for standard players) for FOUR AND A HALF HOURS (2,700 turns) and far less than the fastest marathon runners moving 25 ft/s (150’/turn; a Monk 10 Dashing twice per turn) that’s all you, mate.
If somebody needs hot garbage rules to make a chase event more exciting, maybe they need to exercise their imagination a little more. There are enough rules already that solutions outside of illogical nerfing can be developed.
I’m not sure what “common sense” you’re referring to. Could you expound on that?
Well, for one marathon runners are highly trained in a very specific area (distance running and sprinting are radically different activities), are running on a set course with no obstacles and relatively gentle turns, are not involved in a life-or-death situation, have shoes that are a technical marvel, and aren’t carrying a few dozen pounds worth of gear. But all that aside, I think in practice this would not be an issue. The characters with extra dash actions will very likely end the chase very quickly, long before the chase related saving throws would matter. They’re moving fast enough that either they get away, or they catch the thing they’re chasing. And if you have a situation where both chaser and chased have these abilities, then it comes back into play in a way that makes for a satisfying game play experience.
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Greetings D&D Beyond and Community,
I was reading through the new Chases section in the 2024 DMG, and had a question on the way they worded Dashing.
Within the Running the Chase section, in the Dashing paragraph, it states that a chase participant can take the Dash action a number of times equal to 3 plus its Constitution modifier.
The paragraph then goes on to state that with each additional Dash action taken the character must succeed on a DC10 Con Save or take 1 point of Exhaustion.
My main question is this; is the DMG saying that in Chases a player can take the dash action more than once on each turn, or is this talking in general, and just limiting the number of times a character can Dash on each of their turns as they would start to get tired eventually?
I assume it is the latter, as Dashing more than once per turn seems broken in a chase, but just want to clarify :)
Cheers!
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
You only get 1 Action per turn ("Beginning the Chase"), so the Dash Action is what you can take 3+ConMod times per chase without a check. After using it 3 turns, you then rely on your ConMod to help you compete in later turns.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
That is what I thought and just wanted to confirm, thank you :)
Breathe, dragons; sing of the First World, forged out of chaos and painted with beauty.
Sing of Bahamut, the Platinum, molding the shape of the mountains and rivers;
Sing too of Chromatic Tiamat, painting all over the infinite canvas.
Partnered, they woke in the darkness; partnered, they labored in acts of creation.
It's to account for monks and rogues that can dash multiple times per turn using their bonus actions.
Barring some special ability to the contrary, you only get one action
If they get multiple attacks, couldn't they substitute those attack actions for some of those Dash Actions?
No, that's not how Extra Attack works.
pronouns: he/she/they
No, the way Extra Attack works is that you attack X number of times per Attack Action, so you're still getting one Action, you just get more attacks out of it.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Why does Expeditious Retreat last for 600 turns, when most can only Dash less than 20 times max by these rules?
If you want interesting chases, don’t nerf a 1st level Spell and multiple 2nd level abilities. Give an NPC, that has a habit of running away or chasing down somebody, the same skills/spells/equipment (Wayfarer’s Boots) that PCs may or may not utilize.
Cause now you’ve got an issue where Monks (Step of the Wind), Rogues (Cunning Action), Wood Elves one Expeditious Retreat/day, and casters with Expeditious Retreat getting exhausted after a couple Dashes while melee classes with great weapons are swinging away 2-4 times a turn without a hint of tiring.
There’s no logical reason why a chase would impose limitations that combat wouldn’t, especially when you’re doing only one thing.
Summary: the Chase mechanics are hot garbage.
Expeditious Retreat allows you to take a bonus action to take the Dash Action. It does not require it.
But regardless, the Exhaustion levels gained from chase rules are not 'real' levels of exhaustion, and they are removed from a single Short Rest. The main reason for these rules is storytelling, as an eternal "Everyone takes Dash" chase will be very boring.
As a reminder, Rules Aren't Physics. They're designed to sculpt an experience.
If your chase encounter is taking long enough for someone to dash 20 times, it's already way too fricken long, let alone 600 rounds. You would never complain about a combat encounter not lasting 600 turns, and a chase scene is subject to much of the same rules of combat: ideally you want it to last 3-5 rounds before it starts to slog and become boring.
I don't think it's "hot garbage" for imposing common sense limitations on dashing in a way that encourages better flow of gameplay at the table.
And if the “Experience” strays too far from basic logic, then immersion is lost.
I understand the “rationale” for these rules, and that rationale is hot garbage as well.
Nerfing supposedly Heroic Characters to the level LOWER than modern day office workers who can run 26 miles (a marathon) at an average pace of 10 ft/s (60’/turn; 1 Dash for a standard Speed of 30’) for 4 hours and 30 minutes and fastest runners going as high as 25 ft/s (150’/turn; 5 Dashes for a standard Speed of 30’) for 2 hours is beyond ridiculous. You think Adventures can’t keep up a pace for longer than one minute (10 turns) without getting winded?
This rule isn’t physics OR basic biology.
Monks and Rogues can Dash 2 times a turn, and Warriors of the Open Hand Monks can Dash 3 times a turn.
Besides, part of the “logic” for these rules were actually to lengthen chases, so what are you even arguing?
”The rules for movement in combat don’t translate to every situation. In particular, they can make a potentially thrilling chase seem dull and predictable. Faster creatures always catch up to slower ones, while creatures with the same Speed never close the distance between each other. Use the following rules to introduce random elements that make chases more exciting.” - DMG, Chapter 3, Chases
But hey, if you want to play characters who can’t even handle a modern day marathon where average people move 10 ft/s (60’/turn; or a movement and a Dash every turn for standard players) for FOUR AND A HALF HOURS (2,700 turns) and far less than the fastest marathon runners moving 25 ft/s (150’/turn; a Monk 10 Dashing twice per turn) that’s all you, mate.
If somebody needs hot garbage rules to make a chase event more exciting, maybe they need to exercise their imagination a little more. There are enough rules already that solutions outside of illogical nerfing can be developed.
I’m not sure what “common sense” you’re referring to. Could you expound on that?
Well, for one marathon runners are highly trained in a very specific area (distance running and sprinting are radically different activities), are running on a set course with no obstacles and relatively gentle turns, are not involved in a life-or-death situation, have shoes that are a technical marvel, and aren’t carrying a few dozen pounds worth of gear.
But all that aside, I think in practice this would not be an issue. The characters with extra dash actions will very likely end the chase very quickly, long before the chase related saving throws would matter. They’re moving fast enough that either they get away, or they catch the thing they’re chasing. And if you have a situation where both chaser and chased have these abilities, then it comes back into play in a way that makes for a satisfying game play experience.