Travel

From Hökaland Wiki
Jump to: navigation, search

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!


Tactical

Fatigue
  • Can't run/charge
  • –2 to Str/Dex
  • Move Action = Hustle.
  • 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
  • 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.



House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
Damage Conversion
Damage and healing
Masterwork
Environment
Knowledge


Character


Classes
  Rogue talent
Races
Feats


Specific


Hero Points
Languages
Magic (D20)
Magic items
Prices
Spells
Travel


New Concepts


Magic residue
Sparks
Spell Trickery


Cryptography


Production


Generators
Glossary
Kingdom creation
Worldcraft


Campaigns


Players*
Coin & Blood
IP-Only
English
Expectations


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Skill bonus
Skill training*
Wounds*



References

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