Travel

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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?