# Run, Forrest . . . Run (D&D5)

In my article from the Violent Resolution series dealing with movement, I noted that in D&D, the standard 30′ move (or even the 60′ dash) is, all things considered, quite slow. It represents six seconds of movement, so is either 5′ per second, or 10′.

That’s 3.4 and 6.8mph, respectively. Or a decent walk and a moderate, but not fast, jog. Usain Bolt, my go-to reference for insane speed, can run 400m in just over 45 seconds. That’s an average of 29 feet (one standard action) per second. So at the high end, in about 8 combat rounds, a PC can cover quite a bit of distance.

Note that’s roughly 10s for a 300′ dash, too – an average time for a 300′ run is on the order of 12 to 15 seconds, or 2-3 combat rounds. So 100-150′ per round (compared with Usain’s insane 180′ per round).

All in all, it should be possible to make four actions of this type per combat round, six if you’re really good.

I was wondering how to represent this, and then I hit my old standby: HP can represent being weary as well as being hit by an axe.

What if you could burn HP to take extra move actions past the two you get by dashing?

The Dash Likes

So, here’s the basic premise. If you want to move more than your allowed dash action, go ahead. Peak human speed is on the order of 25-30mph (again, Bolt hits nearly 28mph), which is about 40 feet per second, or 240 feet in a combat round.

That’s a maximum of 8 move actions.

How about a horse? Tops out at about 60-65 fps (44mph), which basically means six moves at 60′.

Not sure what a cheetah’s base speed would be, but she maxes out at about 600′ in a combat round (about 70mph)

Here’s my concept, quickly. Want to make a movement action (call it a sprint) beyond your basic dash? Go ahead. Make a CON save, at a base DC 10, +3 for every extra move increment beyond the first. So 6 moves in one combat round is DC 19.

If you fail, you take damage. How much? Not sure. I’m thinking 1d4 or something. Enough to worry a mage, but not a fighter, and definitely not a barbarian. Critical fails on the CON save double damage to 2d4, and critical successes might even restore HP? Maybe you get the next interval of sprinting without rolling if you keep moving.

So not a lot, but then, running flat out for six second should not kill you. And you can recover with a short rest. That works well with the HP as exhaustion/using up your reserves concept.

Stats

 % Success Con Bonus Sprint distance CON DC -1 0 1 2 3 4 5 90′ 10 50% 55% 60% 65% 70% 75% 80% 120′ 12 40% 45% 50% 55% 60% 65% 70% 150′ 14 30% 35% 40% 45% 50% 55% 60% 180′ 16 20% 25% 30% 35% 40% 45% 50% 210′ 18 10% 15% 20% 25% 30% 35% 40% 240′ 20 0% 5% 10% 15% 20% 25% 30%

The red lines are not accessible without a special Feat. The sprint distance is for a human with a base rate of 30′. A horse with 60′ base starts at a 180′ move, and tops at 360′ without a feat.

An Easy Target

The premise of this one is that you’re doing nothing else but running, lest it become much too powerful an option, especially for higher level characters for whom 1d4 HP is less than chicken feed. You only get to use sprinting if you’ve used all of your actions on movement (so you’re dashing), so this precludes attacking.

Maybe we could work a cheesy attack in there as a bonus action or something. I dunno. I really think this should just be “Run, Forrest! Run!”

Attacks against anyone moving faster than their dash are advantaged. Sprinting past someone should definitely provoke an attack of opportunity (probably from friends, too. Kidding. Mostly.)

You also lose any DEX bonus to AC while sprinting. Running in a straight line full tilt is not conducive to a spry (dare I say it) savvy defense.

Parting Shot

The difference between the various CON scores just isn’t that much, and so even CON 20 isn’t going to be crazy abusable. In fact, it might be too harsh, since:

4 minute mile: 132′ per combat round (40 rounds)
2.5-hour marathon: 92 feet per combat round (1500 rounds)

I’m tempted to make the damage even lower, perhaps only a point? Or maybe even

Feat: Sprinter

You are experienced and trained in making the most of a combat sprint. You gain the following benefits:

• You have resistance against the damage inflicted by failing a CON save while sprinting
• Out of combat, when not on difficult terrain, you roll every two minutes at 3x your normal interval, every minute at 4x, 30s (five rounds) at 5x, and every 15s (three rounds) at 6x and faster.
• You may sprint up to 8x your base rate instead of up to 6x.
So there you go. You can now burn HP to run really fast. Fleeing has a cost, and fleeing and then turning around to fight will leave you in a worse place than standing and fighting, especially if you’re low level (where 1d4 damage is a big deal). At high level, you can go for a while, fast, without burning too many resources. A fighter with 100 HP and CON 16 can run at 10mph (a 6min mile) and pass his CON check 60% of the time – he’ll take 1-4 damage once every 2.5 rounds (15s). So he can run for about 1-4 miles at that pace. If he has the Sprinter feat, he’ll go much farther than that. He’s rolling every minute instead of every round, and taking half damage, so 20-80 miles! Very heroic – he’s an ultramarathoner.
D&D isn’t a reality simulator and I’m not trying to make it one. But humans can move a lot faster than D&D allows for if they don’t have much else going on. A proper full-on system would account for encumbrance (add the armor AC bonus to the DC? Some fraction of carried weight? +1 to DC per STR lbs carried?) and other things.
But the concept of spending HP to move farther was too interesting for me to ignore.