D&D 5E Rogue's Cunning action: Double dash, etc.

Zertull

First Post
I have a question regarding a Rogue's Cunning Action ability: It states a rogue can use their bonus action to use a Dash, Disengage, or Hide option; does this mean it's possible to use dash twice? If so, with an example of 30 feet walking speed, does that give you 90 (30 + 30 + 30) or 120 (30 *2*2) walk speed?

In addition, would the rogue be able to use hide twice? Say they use hide as a regular action and fail, would they then realistically be able to use their cunning action to try again (perhaps in a slightly different location).
 

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I have a question regarding a Rogue's Cunning Action ability: It states a rogue can use their bonus action to use a Dash, Disengage, or Hide option; does this mean it's possible to use dash twice? If so, with an example of 30 feet walking speed, does that give you 90 (30 + 30 + 30) or 120 (30 *2*2) walk speed?

Yes, 90 feet traveled for move+dash+dash.

In addition, would the rogue be able to use hide twice? Say they use hide as a regular action and fail, would they then realistically be able to use their cunning action to try again (perhaps in a slightly different location).

Up to the DM, but likely something would have to substantially change in the fiction for me to permit another Dexterity (Stealth) check after one has failed.
 

Yes you can dash twice. If your speed is 30, that would be 30+30+30(90).
You can hide twice, but most of the time you don't know you have "failed" at hiding until someone sees you and attacks you.

Some of the things you can do.

Move (10), bonus action Hide, Attack (with advantage), move (20) behind cover so next round you can start with another bonus action to Hide.

Bonus action Disengage (ignoring all AoO for the turn), Move (15' through enemy lines), Attack(in melee with an adjacent ally for sneak attack), Move remaining 15' away from the fray.
 


I would rule ALMOST the same as Paraxis - except on the part of stacking DASH.

IMO Dash like Dodge, need only be applied once. At least that's how we curb speed shenanigans. :D

While you can declare it twice, it is completely and utterly pointless to do so.

But I agree with almost everything Paraxis says. Except just this one time.
 


I have a question regarding a Rogue's Cunning Action ability: It states a rogue can use their bonus action to use a Dash, Disengage, or Hide option; does this mean it's possible to use dash twice? If so, with an example of 30 feet walking speed, does that give you 90 (30 + 30 + 30) or 120 (30 *2*2) walk speed?

In addition, would the rogue be able to use hide twice? Say they use hide as a regular action and fail, would they then realistically be able to use their cunning action to try again (perhaps in a slightly different location).

I think technically these are both valid, but I wouldn't complain to a DM that decided otherwise to limit Dash and Hide to once per round.

In general, I think the motivation behind Cunning Action was to let the Rogue be more mobile in combat. So you can choose e.g. to be essentially immune to OA, as if you were Disengaging all the time, and still get your action and move, or you can choose to Dash for double movement again without giving up you action. (I don't remember to ever have had a player Hide in combat, so I am not sure how common a tactic that one is).

I don't think that a triple move (move + dash + bonus dash) is a commonly useful tactic, but then it's hardly game-breaking so if it comes up, I'll allow it. Similarly, move + hide + bonus hide is somewhat similar to hiding with advantage, hardly game-breaking either.

Just make sure you don't allow these out of combat however. Being able to take 3 moves in combat doesn't mean the character is straight 50% faster than everyone else while while running or travelling.
 


I think technically these are both valid, but I wouldn't complain to a DM that decided otherwise to limit Dash and Hide to once per round.

In general, I think the motivation behind Cunning Action was to let the Rogue be more mobile in combat. So you can choose e.g. to be essentially immune to OA, as if you were Disengaging all the time, and still get your action and move, or you can choose to Dash for double movement again without giving up you action. (I don't remember to ever have had a player Hide in combat, so I am not sure how common a tactic that one is).

I don't think that a triple move (move + dash + bonus dash) is a commonly useful tactic, but then it's hardly game-breaking so if it comes up, I'll allow it. Similarly, move + hide + bonus hide is somewhat similar to hiding with advantage, hardly game-breaking either.

Just make sure you don't allow these out of combat however. Being able to take 3 moves in combat doesn't mean the character is straight 50% faster than everyone else while while running or travelling.
Sorry but this is a game where barbarians and monks are simply faster than everybody else by a wide margin. Adding the rogue to this mix changes nothing.

There's nothing strange about rogues running 50% faster than average Joe, when lots of other people do it too.

Heck, even the party mage can keep up this pace (expeditious retreat)

Besides, it's a game with fireballs and Dragons and flying carpets and...

Trust me, 90" move is not nearly what you need to worry about in this game... [emoji3]

Either that, or you need to find yourself a different game...
 

again: 90ft is nothing in 6 rounds. Everybody should be able to do it (just maybe not in a combat enviroment, packed full with stuff.

Also: if you are really wrried: consult the chase rules, whereyoucan only dash for free 3+con modifier times. After that you make constitution saving throws. If you fail them, you are getting temporary exhaustion.

I would allow other people to make an athletics check to "run", which is 4 times your speed. Against DC 10. You gain advantage on that check if you wear nothing but clothes. If you have light clothes, I would maybe even let you pass that check for free. Your armor may impose its disadvantage onto that check.
DC increases to 15 if you are light encumbered and 20 if you are heavy encumbered. (In addition to the usual movement reduction.)

Attackers also gain advantage on you, your dex save is disadvantaged and you can´t take reactions.
 

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