Difference between revisions of "Travel"

From Hökaland Wiki
Jump to navigation Jump to search
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
The '''travel and movement''' article contains no [[house rule]]s, but is merely a short-hand for existing Pathfinder/D&D rules. Here is [http://www.d20pfsrd.com/alignment-description/movement/ Pathfinder SRD] and one from [http://www.dandwiki.com/wiki/SRD:Movement one set from DnD Wiki].
{{:Hexploration/Links}}
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.
 
 
== 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).


''Not all rules have been shortified!''




Line 7: Line 44:
== 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.
Line 137: Line 174:
== References ==
== References ==
# [http://castles.org/dokuwiki/architecture/military-offensive 10 miles return range for horse]
# [http://castles.org/dokuwiki/architecture/military-offensive 10 miles return range for horse]
# [http://www.d20pfsrd.com/alignment-description/movement/ Pathfinder rules]
# [http://www.d20pfsrd.com/alignment-description/movement/ Pathfinder 1 rules]
# [http://www.dandwiki.com/wiki/SRD:Movement D&D Rules]
# [http://www.dandwiki.com/wiki/SRD:Movement DnD 3.5 Rules]
# [https://www.youtube.com/watch?v=qvbm84iN7qk Did peasants travel?]





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.



House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork


References

  1. 10 miles return range for horse
  2. Pathfinder 1 rules
  3. DnD 3.5 Rules
  4. Did peasants travel?