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]. | 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]. | ||
Revision as of 21:01, 26 April 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!
Tactical
Fatigue |
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|
- 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 |
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.