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.
Yay! Thanks for the new articles. I just ran a chase scene last week now hope I would have seen this first. I already had use for some of the ideas, but most this adds a whole new layer to chases!
I'd be very upset if I were playing a rogue (bonus action dash), monk (bonus action step of the wind), moon druid (bonus action wildshape), etc and DM declared I wasn't allowed to use bonus actions during a chase. Some classes are supposed to be faster than others, taking that away in the very moment particular classes should be able to shine would be a serious bummer.
I'm all for DMs using house rules but it is a problem to represent a house rule as if it were a rule of the game. That problem is magnified when the house rule is anti-fun. This point should be clarified in the article to avoid spreading false information.
On the plus side, I didn't realize the complications are supposed to effect the next player so thanks for helping me learn something. Complications effecting the next player could lead to utterly illogical outcomes depending on what that player does (i.e. many complications presume the player runs into something; what if they decide to not move or cast a spell, etc?) but it is RAW and I appreciate the heads up.
Got me all excited about running chases again! Thx!
Some great ideas here. I feel that the dash aspect describe in this form of chase should not just be affected by constitution but also dexterity in many cases. Dexterous characters during a chase might find a short cut, or nimbly dance across high rooftops, or duck and weave through crowds with ease. So, I would be allow characters to use either constitution or dexterity as a modifier bonus to dash.
Why didn't the DM just guide that player by saying things like "OK, your quarry is now 120 feet ahead of you?", or if they are really confused turn it into roleplay "You give chase to the East, assuming you are stalking your quarry but instead come across a woman wearing a similar cloak. You are confused with no idea where your target has disappeared to".
Interesting, I was thinking the same thing only using strength: Athletics check. Maybe a combination of Strength, Dexterity, and Constitution would be excellent in any chase. For example: say that the chase led through a festival crowd, a dexterous character could weave through the crowd while a strong character might shove past them. After they’ve cleared the crowd a long, empty side street presents itself, on which the high-constitution character would excel here through their mighty stamina
Another idea might be constructing an entirely new ability score for Speed, intended only for chases. How I would do this would be to first average a character’s Constitution modifier, and either their Strength: Athletics score or their Dexterity: Acrobatics score (whichever happens to be higher), and then add ten to that number. Then you could treat a chase sort of like a death save. The DM would set a head start threshold for the quarry, or an escape threshold if the Characters happen to be the quarry. Then the characters would make a contesting Speed check with their quarry or pursuer. Once they reach successes equal to the head start threshold, they catch their quarry. If they reach failures equal to the head start threshold, then their quarry escapes. This would happen reversed if the Characters happen to be the quarry
That is a very intriguing idea... however, I don't know how fast they could put that into play. Maybe in 6e. The average could work, but what does acrobatics have to do with the speed? I mean, if you're just going down a straight way after the quarry, there's no acrobatics in the chase. I can understand athletics in all scenarios, though.
The main issue here is that while a chase is supposed to be completely different from a combat encounter, the given rules are only a modification of combat rules. If it’s different encounter it needs different mechanics.
While the DMG states AoO aren't allowed in Chases I can't find anything about other reactions or bonus actions?
Yeah I do it the same way XD no worries man
The institution of the Acrobatics score was to fix the problem of Rogues, Monks, and other light classes underrepresentation in the method given above. My guess is that a Rogue’s Stealth (Acrobatics) score would be higher than a Fighter’s Strength (Athletics) score, thereby giving them a higher Speed score. I understand it wasn’t a perfect fit, but otherwise using this system would actually make Fighters, Barbarians, and other Strength based classes would actually be faster than the Dexterity based light classes. The idea is that each skill (Acrobatics, Athletics, Constitution) is meant to specialize in a different area. So if you wanted to optimize the speed score, you could give it skills like other ability scores. Then in certain situations you could contest checks for those skills rather than just a speed score. I agree that a Rogue who is accustomed to quick bursts of speed in closed spaces would not be as fast as a high stamina/longstriding Barbarian. So you would have different skills for the speed score pertain to different scenarios.
Welcome to DDB Jeremy! This is a fantastic article. I love using chases in D&D, and this article will definitely help.
Oh, someone who thinks like me but isn't a DM. That's unfortunate. When I DM a chase without a detailed map or even a blank VTT screen, I keep am Excel-based distance counter for each character. Set one enemy as "zero" then have everyone else be plus or minus relative to that character. Go by multiples of ten feet if there are too many to track.
Sure, these are good points. However I still think a blanket 'no bonus actions / reactions/' isn't a reasonable thing. Regular combat is chaotic, stressful, and every bit as intense as a chase, if not moreso. I don't see the 'elevated intensity' argument as having any merit.
If a person has the ability to use a bonus action to move 30+ extra feet when they're focused on fighting, then there's no reason that they shouldn't be able to do the same when focused on speed.
Sure, they have high dexterity, but why should that be the only thing they have to rely on in a chase, vs being able to use all their abilities in a standard combat? If anything, a chase is MORE reason to use ki or cunning movement to dash, on a bonus action, not less.
Any time I see 'To make your scenes more intense and not be over too fast, forbid the players from using part of their sheet' what I see is a failure of imagination, not overpoweredness on the part of the players. If your party has rogues and monks, then the enemy also has speed enhancements. And they have allies lying in wait to throw down impediments. It's always more satisfying and fun for players to succeed BECAUSE of their abilities, not 'in spite of 'not having access to them.
So what if a pickpocket doesn't get a chance in hell of escaping the rogue they pickpocketed? It's a rogue, and a PC to boot, that pickpocket should be an easy catch for them. (If anything, the pickpocket should get away only to find that they have a pouch of sand, and they're missing their own coin stashes and weapons.)
If you want to challenge that rogue, set them after an assassin, who also has cunning action, and better knowledge of the area, maybe even allies who will help cover his tracks. Make them work for it using their skills. If they succeed, it should feel like they succeeded only because they were cool, not despite being hampered.
I just find it kind of weaksauce when I see DMs complain about the capabilities of their players, and seek to nerf them or deny advantages the PCs have on their sheets just for their own convenience. That goes for movement abilities as well as things like counterspell, wildshape, polymorph, flying, feats, or anything else DMs like to blame for their plots being resolved too easily or encounters overcome too fast. None of those things are broken, and the problem is much more likely to be between the GM screen and the chair than on the character's sheets.
I've literally never understood the chase rules so clearly as how you just laid this out. Great and informative read.
equate it to an actual city by blocks, or lengths easily looked at like front yard or size of rooms. Car lengths, additionally you can make a map have it live stream. for the chase.
Or flies into clothes lines strewn between buildings. Put a ROC on a mountain top near the village and attacks flying targets. Or the local militia prohibits flying in the city and will shoot down anything flying in fear of Wyverns / dragons / witches / what ever.
This will be very helpful in the campaign that I am currently making.
perfect timing, i'm running (or rather preparing for) a chase scene tomorrow evening!