Hey everyone,
I’ve been working on something I’m really excited about:
A set of rules for D&D which actually allows you to run from combat.
I’ve playtested them myself, and they’ve been a blast—now I need your help to make them even better!
I’d love for you to try these rules in your next session and share your thoughts.
I’ve put together a feedback form (link in the PDF) with questions about clarity, balance, and fun.
It’ll take about 5-10 minutes to fill out after you’ve played.
As a thank-you, everyone who submits detailed feedback by April 10 will be entered into a random draw.
Three winners will get a free PDF copy of our best-selling adventure module, Heresy of Steel.
It’s a gritty, steel-clad romp I think you’ll enjoy.
Your input in this form will shape the final version of these rules!
Running away from a fight in D&D is nearly impossible by the core rules.
Attacks of Opportunity and the action economy make it a losing battle.
If you use your action to Disengage, you move 30 feet—no Dash, no real escape.
Then the enemy moves 30 feet on their turn, catches up, and hammers you with an attack.
Rinse and repeat.
This means every fight is to the death, which feels off.
This sucks for many reasons, but one of my biggest grievances is that one of the coolest ways to introduce a villain is to have them trash the party and force a retreat, setting up a future showdown.
Without solid chase rules, that’s a pipe dream.
So, I built them to fix this, making escapes dynamic, skill-based, and fun without bogging things down.
I’ve run these rules in my own games, and they’ve worked great. Chases feel tense and exciting, and players get real options—whether it’s outrunning foes, helping allies, or pulling off clever tricks. But I want to hear from you to refine them further.
Thanks for being part of this—I can’t wait to hear how these rules play out at your table.
Take Care!
Evan | MonkeyDM