[RPG] Constant Movement and round based combat

dnd-5emovement

This question came up the other day during a session where we have an airship that is basically a hot air balloon attached to a ship and is powered by elementals (Fire elemental for the balloon and air elementals for the propulsion).

While we were on the ship we were attacked by a dragon which landed on the ship. This was fine because we hadn't started moving yet. During the fight one of our PCs initiated the ship bringing it into constant motion. This wouldn't be a problem except that the dragon repeatedly flew off the ship to get a better angle for its breath weapon then landed back on the ship before its turn was over. The reason this was an issue is that the ship moves faster than the dragon. Since it was the dragon's turn it just ignored this as if the ship were standing still even though it was in constant motion.

Is there a good way to solve the problem of moving on and off something in constant motion or are we and the DM just missing something in the rules?

Some furhter details: The dragon has a fly speed of 80ft and never dashed while the ship has a speed of 220ft per round. There was no driver for the ship. The PC started it up and returned to combat. It was traveling through the air in a straight line. Relative motion wouldn’t apply due to the dragons ability to fly against the direction the ship was traveling and still catch back up.

Best Answer

Easiest to treat this as 'Difficult Terrain' for flying movement

Although D&D's round abstraction isn't meant to be completely realistic: the dragon is launching itself from a moving platform, so it could believably even be ahead of the flying ship briefly before landing again (assuming a winged creature the size of a cottage is believably airborne to begin with)... similar to how someone could say, jump 20' forward while on a flying ship without worrying about their jump speed compared to the ship's speed. It's just in the dragon's case: it has some serious wind resistance to contend with (not unlike flying around in strong winds)

Treating this as difficult terrain for flying would be a simple (and supported) method that would halve the distance the Dragon could fly without losing its 'ride' (i.e. something it should probably be able to do briefly). And of course: if it doesn't land on its turn, the ship would move away.

But let's explore a different example: say a melee fighter wants to jump off a very-fast moving wagon, attack someone, then jump back on before the wagon leaves. The DM might decide to use the mounted combat rules as a basis for adjudication: "Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed."... which could make the stunt pretty unlikely without further allowances.