Running the Game 13 June 2026

How to run a DnD chase scene that actually works

The DnD chase rules confuse everyone. A simpler, tension-filled way to run a pursuit: zones, obstacles and a complication every round, so the chase feels alive instead of flat.

MS
MakeMythic Studio
Dungeon Master · MakeMythic Studio
TL;DR: The DMG chase rules work but feel fiddly. Run a chase instead as a sequence of zones with one meaningful obstacle per round and a gap counter for the win condition. Give every player a decision each round and the pursuit stays tense.

A good chase is pure cinema: the rooftop pursuit, the fleeing assassin, the cart careening through the market. A bad chase is everyone comparing movement speeds until the maths decides who wins. The difference is almost never the rules. It’s structure. The Dungeon Master’s Guide does have chase rules, tucked into Chapter 8, but plenty of DMs find them awkward in play. This is a simpler way to run a pursuit that keeps the tension high and gives every player something to do.

Why chases fall flat

The core problem with a naive chase is that it’s deterministic. If the quarry has a 30-foot speed and the fastest pursuer has 30 feet too, they run in a straight line forever and nothing happens. If one side is faster, the outcome is decided before any dice hit the table. Either way, the players are passengers.

The DMG tries to fix this with a complication table and a dash-exhaustion mechanic, and it does add variance. But it also adds bookkeeping, and the complications are random rather than tied to the scene, so they can feel arbitrary. The approach below keeps the variance and ditches the bookkeeping by making the environment do the work.

Run the chase as zones and obstacles

Think of the chase route as a string of zones rather than one open stretch. A market, then an alley, then a stairway, then a rooftop. Each round, everyone moves from their current zone toward the next, and each zone presents an obstacle.

The obstacle is the heart of it. A wall to vault (Athletics), a crowd to shove through (Strength or a clever spell), a gap between roofs to leap (Acrobatics), a cart rolling across the path (a Dexterity save). On a success the character keeps pace or gains ground. On a failure they lose ground, drop their movement, or fall a zone behind. Suddenly the chase isn’t about who’s fastest, it’s about who handles each obstacle, and every player with a different skill set gets a moment to shine.

The beauty of this is that it scales to your table. A tactical group can run it on a map with measured distances between zones. A cinematic group can run it entirely in the imagination, with you describing each obstacle and the players narrating how they beat it.

One complication every round

If you take one thing from this guide, take this: introduce a fresh complication every single round. Not from a random table, but from the scene.

A guard steps out of a doorway and has to be dodged or knocked aside. A washing line forces a duck. A barrel spills and turns the ground to difficult terrain. A child wanders into the path, and now there’s a choice between speed and not trampling them. These complications do two jobs. They keep the outcome uncertain, and they give the players who aren’t the fastest runner something meaningful to react to. A wizard who can’t outrun anyone can still grease the stairs behind the party. A rogue can cut the cart loose. The chase becomes a team puzzle instead of a footrace.

Decide the win condition before you start

A chase needs a clear finish line, and the cleanest one is a gap counter. Pick a number, say five. The pursuers are trying to close the gap to zero (caught), the quarry is trying to open it to five (escaped). Each obstacle check moves the gap by one in the relevant direction.

Set this before the chase begins and the whole thing gains momentum, because every roll visibly nudges the counter toward one of two outcomes. Players can feel the pursuit tightening or slipping away. It also lets you end the chase decisively rather than fudging when it’s gone on long enough. When the counter hits the number, the chase is over, and you cut straight to the consequence: the assassin cornered in a dead-end, or vanished into the crowd for good.

Keep the table moving

A chase lives on pace, which means anything that stalls the table kills the scene. The most common stall is a player who needs to look up a spell mid-pursuit to decide whether it’ll help them gain ground. Thirty seconds of leafing through the Player’s Handbook and the tension evaporates.

This is where quick reference earns its keep. When a caster can glance at a card and know in a second that misty step gets them across the gap or grease slows the pursuers, the chase keeps its rhythm. Anything that lets your players resolve their turn fast, rather than read rules, protects the energy a good chase depends on.

Keep the chase tense with fast reference

The All Classes Spell Cards Bundle ($44 $11.00) from MakeMythic puts every spell, for both 2014 and 2024 5e, on a card your players can hold instead of hunting through the book. In a fast scene like a chase, that’s the difference between a caster acting in seconds and the whole table waiting while they read.

They’re printable PDFs, so you print the decks at home and have them on the table the same night. Less rules-reading, more running for your life.

Frequently asked questions

How do the DnD chase rules work?
The Dungeon Master's Guide chase rules give every participant the same dash allowance, then make them roll a complication on a table each round and check whether they run out of breath after a few rounds of dashing. They work, but many DMs find them fiddly. A simpler approach is to run the chase as a sequence of zones with an obstacle check each round.
How do you make a chase scene exciting in DnD?
Add a meaningful obstacle every single round and let players choose how to beat it. A chase that's just comparing movement speeds is boring because the outcome is fixed. A chase where each round presents a wall to vault, a crowd to shove through or a cart to dodge gives every player a decision and keeps the result uncertain.
Should a chase use a battlemap or theatre of the mind?
Both work. Theatre of the mind suits a fast, cinematic chase where you describe each obstacle and players narrate their response. A battlemap suits a chase where exact distance and positioning matter, run as a series of connected zones the participants move between. Pick based on how tactical you want the pursuit to feel.
How do you end a chase scene fairly?
Decide the win condition before you start. A common one is a gap counter: when the pursuers close the gap to zero they catch the quarry, and when the quarry opens the gap to a set number they escape. Tie progress to the obstacle checks each round, so success and failure visibly move the chase toward one outcome or the other.
What tools help me run chases and other scenes?
Quick reference at the table keeps a chase flowing. MakeMythic on Etsy sells printable spell cards covering both 2014 and 2024 5e, so casters can resolve a chase-breaking spell in seconds instead of leafing through the Player's Handbook while everyone waits.

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