Difference between revisions of "Travel"

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''Not all rules have been shortified!''
''Not all rules have been shortified!''
== Pathfinder 2 ==
* [https://2e.aonprd.com/Activities.aspx?ID=5 Hustle] = double speed for Con mod x 10 min + (minimum 10 min).




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== Tactical ==
== Tactical ==
{{:Condition:Fatigue}}
{{:Condition:Fatigue}}
* Move Action = ''Hustle''.
* Move Action = Normal move.
* Move Action + Standard Action to move = ''Hustle''.
* Move Action + Standard Action to move = ''Hustle''.
* Charge = Full-Round Action: x2 speed.
* Charge = Full-Round Action: x2 speed.

Revision as of 18:52, 9 May 2022

Useful links

The travel and movement article contains no house rules, but is merely a short-hand for existing Pathfinder/D&D rules. Here is Pathfinder SRD and one from one set from DnD Wiki.

Not all rules have been shortified!


Pathfinder 2

  • Hustle = double speed for Con mod x 10 min + (minimum 10 min).



Tactical

Fatigue
  • Can't run/charge
  • –2 to Str/Dex
  • Move Action = Normal move.
  • Move Action + Standard Action to move = Hustle.
  • Charge = Full-Round Action: x2 speed.
  • Run in heavy armor = Full-Round Action: x3 speed. No Dex AC.
  • Run unencumbered = Full-Round Action: x4 speed. No Dex AC.
  • Run with Run feat = Full-Round Action: +1 speed. Retain Dex AC.
  • Run rounds = to Con modifier. In 5 min periods of normal activity.
    • +1r = DC10 Con check.
    • +Xr = DC10 + X Con check.
    • Fail = Must stop, Fatigue & max 1 move/r for 1 min.
      • Or: take 1 con damage & continue with same DC.
    • No running on difficult terrain or low visibility.

Overland

Move Walk Hustle Day's travel
Mile/h Km/h Mile/h Km/h Miles Kms
20ft 2 3.22 4 6.44 16 25.74
30ft 3 4.83 6 9.66 24 38.62
40ft 4 6.44 8 12.87 32 51.50
50ft 5 8.05 10 16.09 40 64.37
60ft 6 9.66 12 19.31 48 77.25
70ft 7 11.27 14 22.53 56 90.12
80ft 8 12.87 16 25.75 62 99.78
90ft 9 14.48 18 29.97 70 112.65
100ft 20 16.09 12 32.19 78 125.53
  • Walk: 8h is OK. More is Forced March.
  • Hustle: 1h per sleep cycle is OK.
    • 1.5h = 1 nonlethal. 2h = +2nl. 3h = +4nl. 4h = +8nl. 5h = +16nl. Etc.
    • 1nl = Fatigue. Remove nonlethal to remove fatigue.
  • Run: Con checks (not long). Start/stop becomes Hustle.
  • Forced March: 8h walk = OK. +1h = Con check DC 10 +2/h. Fail = 1d6+(h-8) nl damage + Fatigue.
  • Mounts: Automatically fail checks. Take lethal damage + Fatigue.

The above is also affected by terrain. Check the Pathfinder rules. In general, it's "75% the max speed" with a road and "half the speed" without road. Moors, plains and tundra are 75%. Jungle is 25%.


Fact: Castles had a 10 mile effective radius (return march on horse) [1].

Evasion & Pursuit

  • Combat
    • Speed determines first.
    • Same speed characters: "Few" rounds = Opposed Dex check for each round.
  • Long Pursuit
    • Speed determines first.
    • Opposed Con checks per hour for gain/lose.



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References

  1. 10 miles return range for horse
  2. Pathfinder rules
  3. D&D Rules