Difference between revisions of "Travel"

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Will get all this stuff over...
{{:Hexploration/Links}}
* http://www.dandwiki.com/wiki/SRD:Movement
The '''travel and movement''' article is only partially [[house rule]]s as it combined the rules from DnD 3.5, PF1, PF2 and DnD 5e. Much is just copied verbatum an sometimes the best ruleset is used.


== Tactical: My Short Version ==
 
* Move Action = ''Hustle''.
== Lazy ==
 
https://lazytravelcalculator.com/rules
 
 
== Forced March ==
 
Using a mix of rules from DnD 3.5, PF1, PF2 and DnD 5e.
 
* After travelling a Rigourous March an continuing, a character is performing a Forced March and needs to make a Fortitude check and then incrementally 1/8 the time* of travel
* A Rigourous March has been travelled after:
** Full hustle (200% speed for 10 min x Con modifier)
** 4h travel in weather heavier than a light drizzle
** 2h travel; Incredible cold (< -61º)
** 4h travel; Extreme/Severe/Mild cold (-0º to -29º)
** 8h travel; Normal (1º-34º)
** 4h travel; Mild/Severe/Extreme heat (35º-59º)
** 2h travel; Incredible heat (> 60º)
** If the travel combines heavy weather AND uncomfortable temperatures, use the lowest number and subtract 1h.
* *For each condition affecting travel lower than 8h, modify the incremental time of which to make Fortitude checks:
** 4h = Half = every 30 minutes
** 2h = Qarter = every 15 minutes
** Hustle = every 10 min
* '''Fortitude check:''' DC 12 + 2 for every previous check
** Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
** Success: No effect
** Fail: 1D4 damage and gain a [[Fatigue]] level
** Crit Fail: 1D12 damage and gain two [[Fatigue]] levels
 
 
 
 
== Pathfinder 2 ==
 
* [https://2e.aonprd.com/Activities.aspx?ID=5 Hustle] = double speed for Con mod x 10 min + (minimum 10 min).
 
 
 
 
== Tactical ==
{{:Condition:Fatigue}}
* 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.
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** No running on difficult terrain or low visibility.
** No running on difficult terrain or low visibility.


== Overland: My Short Version ==
== Overland ==
{{:Condition:Fatigue}}
{|class="wikitable" style="float:right;margin: 5px 0 5px 5px;"
!rowspan="2"|Move
!colspan="2"|Walk
!colspan="2"|Hustle
!colspan="2"|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''.
* '''Walk:''' 8h is OK. More is ''Forced March''.
* '''Hustle:''' 1h per sleep cycle is OK.
* '''Hustle:''' 1h per sleep cycle is OK.
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** 1nl = Fatigue. Remove nonlethal to remove fatigue.
** 1nl = Fatigue. Remove nonlethal to remove fatigue.
* '''Run:''' Con checks (not long). Start/stop becomes ''Hustle''.
* '''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.
* '''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.
* '''Mounts:''' Automatically fail checks. Take lethal damage + Fatigue.


== Evasion & Pursuit: My Short Version ==
The above is also affected by terrain. Check the [http://www.d20pfsrd.com/alignment-description/movement/ 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'''
* '''Combat'''
** Speed determines first.
** Speed determines first.
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** Opposed Con checks per hour for gain/lose.
** Opposed Con checks per hour for gain/lose.


{|class="wikitable"
|
|
|}


== Overland Movement ==


Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Walk


A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).
Hustle


A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
{{Roleplaying}}
 
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run
 
A character can’t run for an extended period of time.
 
Attempts to run and rest in cycles effectively work out to a hustle.
Terrain
 
The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.
Forced March


In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.


A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.
== References ==
Mounted Movement
# [http://castles.org/dokuwiki/architecture/military-offensive 10 miles return range for horse]
 
# [http://www.d20pfsrd.com/alignment-description/movement/ Pathfinder 1 rules]
A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
# [http://www.dandwiki.com/wiki/SRD:Movement DnD 3.5 Rules]
 
# [https://www.youtube.com/watch?v=qvbm84iN7qk Did peasants travel?]
See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.
Waterborne Movement
 
See Table: Mounts and Vehicles for speeds for water vehicles.
 
* 30ft movement
** 3 miles/hour walk
** 6 miles/hour hustle
** 24 miles/day
 
 
 
{{Roleplaying}}





Latest revision as of 12:48, 24 March 2023

Useful links

The travel and movement article is only partially house rules as it combined the rules from DnD 3.5, PF1, PF2 and DnD 5e. Much is just copied verbatum an sometimes the best ruleset is used.


Lazy

https://lazytravelcalculator.com/rules


Forced March

Using a mix of rules from DnD 3.5, PF1, PF2 and DnD 5e.

  • After travelling a Rigourous March an continuing, a character is performing a Forced March and needs to make a Fortitude check and then incrementally 1/8 the time* of travel
  • A Rigourous March has been travelled after:
    • Full hustle (200% speed for 10 min x Con modifier)
    • 4h travel in weather heavier than a light drizzle
    • 2h travel; Incredible cold (< -61º)
    • 4h travel; Extreme/Severe/Mild cold (-0º to -29º)
    • 8h travel; Normal (1º-34º)
    • 4h travel; Mild/Severe/Extreme heat (35º-59º)
    • 2h travel; Incredible heat (> 60º)
    • If the travel combines heavy weather AND uncomfortable temperatures, use the lowest number and subtract 1h.
  • *For each condition affecting travel lower than 8h, modify the incremental time of which to make Fortitude checks:
    • 4h = Half = every 30 minutes
    • 2h = Qarter = every 15 minutes
    • Hustle = every 10 min
  • Fortitude check: DC 12 + 2 for every previous check
    • Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
    • Success: No effect
    • Fail: 1D4 damage and gain a Fatigue level
    • Crit Fail: 1D12 damage and gain two Fatigue levels



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 1 rules
  3. DnD 3.5 Rules
  4. Did peasants travel?