Take a second to think about some of the most memorable chase scenes in cinema.
Hardboiled cop Popeye Doyle in The French Connection, weaving in and out of traffic in a madcap race to catch a train. James Bond, climbing a construction site in Casino Royale as his prey makes death-defying leaps across scaffolding. Indy and his friends in Indiana Jones and the Temple of Doom, piloting a mine cart as they flee from Thuggee pursuers.
Chase scenes remain in a viewer’s head forever. And with some planning, any Dungeon Master can create the same nail-biting moments in a game of Dungeons & Dragons, delivering just as many thrills as a combat encounter when done well.
The Rules of the Chase
Chase rules are located in Chapter 8 of the Dungeon Master’s Guide. Here are the most important points:
- Chases require a quarry and at least one pursuer, and in some instances, the pursuer can become the quarry. (For instance, if you’re running after a thief in a market and guards suddenly arrive, assume you’re the thief, and run after YOU instead.)
- The quarry should start the chase some distance ahead of the pursuer.
- Once that distance is determined, have all parties roll for initiative, but keep in mind that players are only allowed one action and one move. Bonus actions and reactions are not permitted, likely to streamline the chase and keep classes with high movement capabilities from catching the quarry too soon.
- Chase participants can freely use the Dash action 3 times plus their Constitution modifier. For every usage of Dash afterward, they must pass a DC 10 Constitution check or gain a level of exhaustion. Once they hit exhaustion level 5 and their speed drops to 0, they fall out of the chase.
- Every chase participant rolls a d20 at the end of their turn to see if complications occur. Complications are the bread and butter of D&D chases, and the Dungeon Master’s Guide presents two tables to consult from - Urban Chase Complications and Wilderness Chase Complications. More on those later, but one vital tidbit to remember: Complications affect the NEXT creature in the initiative order, not the one who just made their roll!
- Chases can end in a few ways: 1) When the quarry or pursuer drop from exhaustion, 2) When the pursuer catches up to the quarry, perhaps initiating normal combat rules, 3) When the quarry succeeds on a Dexterity (Stealth) check at the end of a round to hide (assuming they’ve escaped the pursuer’s sight), and my favorite, 4) When you, the DM, decide to call it!
Keeping these rules in mind, one thing is clear - a chase should be treated as a deliberate activity - a D&D mini-game - and there needs to be a clear delineation on the DM’s part to state: “Okay, now we’re in a chase scene. Your main goal is not to incapacitate this opponent, but to catch them.”
The Design of the Chase
Because chase rules are quite separate from normal D&D gameplay, I’ve found it best to only use them for critical story moments when you, as a DM, absolutely know that a chase is going to occur. Sure, you could also utilize them during a random battle when your players want to nab that fleeing bugbear, but I prefer my chases to be bold set pieces - for instance, a dash across the castle’s parapets in order to catch the assassin who’s poisoned the king!
Once the story impetus has been decided, consider whether you’ll run the chase as a Theater of the Mind exercise or on a tactical grid. Theater of the Mind may be easier since chases cover large distances and battle maps tend to make players think in terms of D&D’s normal movement rules, which are intended for small skirmishes where one square generally equals five feet. Or, if you’re playing virtually, using D&D Beyond’s shared dice rolling feature can keep everyone involved in watching the tension unfold.
Next, determine if your chase is an on-foot affair or if other forms of transportation will be involved. The rules assume that chase participants will be running, but you could put everyone on warhorses or even elephants simply by looking up the stat blocks on D&D Beyond. You could even use the stats of these mounts to represent vehicles that don’t have readily available stat blocks, which is a handy DM hack I’ve often used in the past.
Finally, when you’re running the chase itself, judiciously throw unpredictable hurdles at both the pursuers and the quarry at the end of each turn. The Chase Complications tables in the Dungeon Master’s Guide offer up great examples, like a stained glass window players have to jump through in an urban chase, or a swarm of insects that might collide with the party during a wilderness chase. I’d recommend tweaking these tables as appropriate for your campaign, since they barely scratch the surface of possibilities in more varied settings - for instance, snowy mountaintops. (Imagine a squad of feverish Chardlyn Berserkers chasing the heroes across an icy bridge in Icewind Dale: Rime of the Frostmaiden!)
Be aware that both tables in the Dungeon Master’s Guide state that d20 rolls of 11-20 lead to no complication. If you’d rather have no lulls in the action, try creating your own complications for these rolls. For example, in my Ghosts of Saltmarsh game, I had rolls from 11-15 result in chase participants crashing into important NPCs. One of my players rolled a 13, barrelled through the window of a Saltmarsh public bathroom, and came face to face with Oceanus, the sea elf she’d rescued ages ago from pirates. A hilarious moment was had by all - and then Oceanus joined the pursuit!
Lastly, chases are an incredible opportunity to flex your DM narration skills. A pursuer doesn’t just jump through that stained glass window - they catapult themselves into it like Batman, dozens of shards ripping their cloak as they somersault forward, barely getting up in time to catch a glimpse of their quarry’s feet darting down an alleyway to their right. That insect swarm doesn’t just make an attack of opportunity on the prey running past it - they lash out with their stingers in a dissonant symphony of frenzied buzzing. Amp up the colorful language, aim to recreate a film feel, and watch as the chase ends up leaving a deep impression on your players, just like the opening of Casino Royale.
The Thrill of the Chase
For a good chase template, look no further than Chapter 4 of Waterdeep: Dragon Heist, which features both street and rooftop chases. Personally, I’ll never forget the moment in this campaign when my rogue parkoured across Waterdeep’s chimneys trying to catch three-spined devils. The player before me rolled a 7 on the scene’s Rooftop Chase Complications table, and my DM said that the flagpole of Waterdeep’s Kara-Tur embassy was coming my way, threatening to slow me down.
Luckily, I made my DC 15 Dexterity saving throw - rolled a natural 20, in fact - and swung around the flagpole three times, cartwheeling into the air and nimbly joining my comrade as we lashed a flurry of daggers out at our foes.
That moment, I really felt the thrill of the chase - and the movie in my head was just as good as any I’d seen on screen.
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Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back, and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
I didn't find bonus actions an issue when I ran a chase. Frankly, it allows someone that can dash the ability to take a few actions on the quarry.
The quarry can still run on their turn. I'd rather give the quarry some extra hp than adjust what character classes are fundamentally able to do and good at. This should be a time for your rogue or monk to shine. Their should be a lightbulb going off for them like, "Hey, I'm good at this!" Or, "I'm getting to do something cool!". Instead, if you aren't allowing them to use their intended bonus actions then it feels bad for them because you are placing an arbitrary limit on them.
The notion that a chase is any more hectic or frantic than battle in general is a little ridiculous.
And thankfully you can change the rules at your table to do whatever. This article is discussing the chase rules offered in the DM guide. 👈💪👍
Having trouble visualizing distance without any visual reference is understandable. If I were DMing with these rules on Discord I'd probably write out at the top of each round "The quarry is X feet ahead of you," and have the players announce (or type in chat) how far they're from the quarry at the end of each of their turns in order to keep a record of the distance.
Another option that involves some rules hacking is to toss out the idea of a definite distance. You could instead perhaps declare that the quarry has, for instance, a 5 round headstart on the players. If the players use Dash and make successful skill checks to attack the quarry during their turns or thwart its path of escape, have the quarry make a Dexterity check during its turn. If it fails, the headstart number of rounds it has decreases by 1 each time, emulating the feel of the pursuers eventually catching up to it. This can also encourages folks to focus on smart skill checks rather than keeping track of distance.
Blummer102 YesWhen we were playing I actually drew a map and referenced it during play. "The quarry is now in space A6 and Bob is chasing in space A8 ... Mary is in space A9.
Unfortunately it still didn't help. 🌝
The player actually had to be asked to leave the game because he argued that a character moving on Iniative order 18 was twice as fast as the one acting on iniative order 9.
We also had the issue of his character having flight as an option and he argued flight was faster than foot pursuit.
I dunno. 😄 my phone won't let me see the text as I type. Driving me nuts. I'm out.
Chases are probably easier to run at lower levels before things like Flight come into play - but if characters are, say, chasing the quarry through crowded city streets you could definitely play with the idea of sign posts or overpasses serving as hurdles for the flying pursuer. Or hey, imagine if it's a wilderness chase and the flying character crashes into a flock of birds? Once again, it's all about the Complications, and since D&D chases are heavily abstracted (even more so than battles) they require a different sort of thinking than the combat mindset that many players find themselves accustomed to. Which is why I included that line about how there needs to be a very clear delineation by the DM about how "these are different rules now." Mileage will def vary depending on the group, of course.
My DM ran a chase scene last week following these rules and it just didn't work. It was not fun at all. He and I are still trying to figure out what he did wrong, but I think the trick is to plan out the complications and have them affect the whole group, not just randomly decide it for each person. Too much die rolling and not enough consistent, heart-pumping complications to make the chase interesting.
Also:
It never says this in the chase rules in the DMG. Where did you get that from? Using a bonus action made it actually more fun, since my fellow sorcerer could use his Quickened Spell metamagic to cast spells while continuing to dash. As for a rogue, I guess they're just good at getting away, so Cunning Action is useful in chases. Dashing as a bonus action still counts as a dash though, so they might get exhausted faster.
I responded to a few other people inquiring about this earlier. Perhaps it would have been better for me to write that the DMG is vague on whether bonus actions/reactions are allowed - in fact, it never mentions them at all. Since I treat chases as unique affairs slightly different from combat and tend to focus on the Complications, I interpreted the lack of specific wording on bonus actions/reactions as intentional when I was reviewing the rules for the purposes of this article. Nevertheless, I think it would be up to each individual DM whether or not to allow players to use 'em!
Abelhawk: I don't know how your chase was structured, but a chase won't be much fun if the players don't have multiple decision points. Maybe that was the problem. The obstacles in the DMG, for example, don't necessarily give you any way to overcome them other than "generate a random number." That's not a decision.
If you're interested, I always refer people to this blog post when creating chase scenes: https://theangrygm.com/how-to-build-awesome-encounters/
It's long but worth it. I would bet that if you think about the principles there, you'll figure out why the chase scene you played wasn't fun.
Does anyone else find that during a chase, the player's will always try to attack/knock out/kill the person(s) they are chasing? No matter how often I descrbe the goal and chase rules, they constantly wish to use attacks and spells and change it from a chase to a battle.
Thank you so much! I am definitely using this in Waterdeep Dragonheist, thinking maybe an extra chase in the Market Ward
Good article. Thought I knew how chases worked, but apparently I assumed / filled in gaps in my memory from reading that section in the DM's Guide.
Hey Jeremy, just wanted to say how much I appreciated this article, it really helps capture some of the cinematic qualities of the game. I’d love to see more articles like this one and enjoy your humble approach to comment response. I am a new DM looking for new ways to make the game run smoothly without it being too rigid. I am confident that this malleable approach to chase scenes will be tremendously helpful
Thanks so much for making a new article for us to read. It was a great one. It doesn't say this in Jeremy Blum's description, but could it be... a new lead writer?
Nice article! I am very glad to see some new content here!
YAAAAAY A NEW ARTICLE!!!! Good job!
Probably best not to publish your interpretation as fact then. I was looking at your examples in Waterdeep: Dragon Heist and it specifically mentions characters using their reactions, so I'm sure they didn't intend for those and bonus actions to be ruled out.
I did a chase recently. Whole thing was based off called ability checks (they rolled 9 Nat 20s). The simpleness & theatre of the mind added the tension within. And the Rogue almost getting taken down in 1 hit helped.
I allow the bonus actions for speed racers, but each movement beyond the standard ticks down extra on their free count. Additionally, if they use it again after the free count is up, then they receive disadvantage on their Con saves. Any action attempts while running are at disadvantage and any attack/spell failure has a 5%-20% chance of striking a bystander if in an urban environment. The % increases or decreases depending on the crowdedness of the area. When they state they are moving extra distance they are required to roll for a complication for themselves before the extra movement. Finally, If they fail their Con save during an extra movement... Then they careen into a solid obstacle and take damage equal to #d6 the extra distance in 10 feet increments they ran. So a monk with 40ft movement who used step of the wind would take 4d6 damage on a failed save when they careen off into a solid wall.
This represents the quick burn-out the sprinter would incur. It accounts for the increased "winded" aspect after their free count is up. It accounts for the challenge of performing actions while at a dead run. It brings in the potential of harming innocents (nothing worse than a child taking a bonus action thrown weapon to the skull while on a school outing). It accounts for the additional distance they are covering and essentially puts advantage on the complication roll of their run. And, it adds a little extra danger in pushing that extra distance.
Same rules apply to all regardless of PC or NPC when moving beyond the standard run. It gives great opportunity for escape or catch-up, but at greater risk. I have additional rules for flight chasing.
Creatures other than the participants (the hunter or prey), can make opportunity attacks, as pr DMG.
Welcome, Jeremy, great article!