Running in the Trees: Parkour in 4e D&D

Running in the Trees: Parkour in 4e D&D

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What is most interesting about 4e fights? Movement, without question.  4e battles move around the board, flowing from this place to that.  Forced movement, shifts and alternate modes of movement make where you are in a fight matter as much as what attacks you make.  When I build big fights I often focus on what movement can happen rather than how much damage monsters are dealing.  Big damage makes a fight deadly; interesting movement makes a fight fun.

4e also has a lot of magic in it,  as any self-respecting high fantasy game should.  The game supports some basic magical forms of movement in teleportation and flying (which is not necessarily magical in nature). Someone brought up Lodoss War in chat and another form of “magical” movement came to me:

Treerunning.

To some people this might seem ridiculous. Running through trees? In the context of anime or wuxia fiction, this movement makes perfect sense. But…What is treerunning?

Treerunning is a form of movement that allows the creature to move from one tree to another.  When treerunning, a creature flies from a current tree to a tree no further than 5 squares away.  You can move a number of trees  equal to the specified speed.  Entering a tree counts as a move, as does leaving a tree. You must be within two squares of a tree to enter it, and you may place yourself on the ground with 2 of your current tree when you leave a tree.  Treerunning characters are considered to be 5 squares above the battlefield.

With that keyword what do we get? Ninjas running through trees and wuxia sword warriors. We expect the numbers for treerunning to be low — 1 to 3 — but the characters will still be fast manuevering around the battlefield.  It is a bit of verbiage to define, but in a casual game you probably don’t need to be that rigid about it. You’ll see shortly too that this template extends in all sorts of interesting ways.

The first thing many will  notice is that this movement is very fast . You move up to 5 squares per point of treerunning.  But you don’t put something like this in play in isolation.  If players run through trees, can’t NPCs?  And, more interestingly, can’t treerunners be “shaken out” of trees?

The enemy ninja is making his retreat through the trees! The party is earthbound and lagging behind. The party wizard shoots a fireball at the tree the ninja is  going to leap to next, forcing him to ground where he can be caught!

What is interesting about treerunning is that it puts trees “in play”.  Those trees were just hindrances at best.  Now, they are another layer to the battle.  You’ve added an extra dimension with a new movement type.

Not Just Trees

OK, I understand.  You hate trees, amiright?  Fine. With some simple find and replace we can get:

  • roofrunning
  • stonerunning
  • firerunning

Roofrunning lets us do some pretty awesome urban parkour fight scenes. Even with the verbiage above, the overall effect is probably less overhead than it would be to have endless athletics and acrobatics checks.  Now we only make those checks when players make special stunts or when something really matters. Assassin’s Creed anyone?

Stonerunning and firerunning are great in very specialized environments, but have more limited uses in more common areas.  These are OK on PCs, but on monsters?  They can turn an encounter into an interesting surprise. Imagine fight dwarf stonerunners. The adventurers expect slow plodding dwarves, but instead get dwarves bounding around them on the stone!

We can extend ‘running’ to all sorts of environments.  As we do so we create a free-flowing, agile environment. We build rich movement and even richer potential for counter-movement into our battles just by expanding where the battle can go.

Introducing Running to your Game

The only question is: how do I bring this into my game?  There are a number of ways, but a model I like is to introduce it with your monsters.  The characters fight a monster who uses the running type on them.  the first 1 or 2 encounters with this type the players have no option but to counter. another encounter might let characters burn an encounter to get ‘running for a turn or so.  Past that, you might let characters take a feat to get that movement type permanently.

For extremely magical ‘running, you could make it an option available to  characters depending on race or culture.  Getting back to Lodoss War, it is obvious elves from there should have the option for treerunning. Tieflings might get firerunning available to them, while shadar-kai might recieve shadowrunning, etc.

However you introduce it, adding new movement types can add some pretty unique thrills for your game.

What type of ‘running could you use in your game?

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter