Difference between revisions of "Travel"
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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]. | |||
== Tactical | ''Not all rules have been shortified!'' | ||
== Tactical == | |||
{{:Condition:Fatigue}} | |||
* Move Action = ''Hustle''. | * Move Action = ''Hustle''. | ||
* Move Action + Standard Action to move = ''Hustle''. | * Move Action + Standard Action to move = ''Hustle''. | ||
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** No running on difficult terrain or low visibility. | ** No running on difficult terrain or low visibility. | ||
== Overland | == Overland == | ||
{ | {|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 | |||
|} | |||
* '''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 | 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. | ||
{{Roleplaying}} | |||
== References == | |||
# [http://castles.org/dokuwiki/architecture/military-offensive 10 miles return range for horse] | |||
# [http://www.d20pfsrd.com/alignment-description/movement/ Pathfinder rules] | |||
# [http://www.dandwiki.com/wiki/SRD:Movement D&D Rules] | |||
Revision as of 23:40, 6 August 2017
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 |
---|
|
- 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.