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| game_systems:movement_and_exploration [2025/12/07 22:29] – [Overland Travel Modifiers] vondor | game_systems:movement_and_exploration [2026/03/09 22:08] (current) – Hyperlinking Survival entries elfinlocks | ||
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| ====Base Movement vs Enhanced Movement==== | ====Base Movement vs Enhanced Movement==== | ||
| - | ====Move Speed to Miles per Hour==== | ||
| - | {{tablelayout? | ||
| - | ^ Character Speed ^ MPH ^ | ||
| - | | 20 ft | 2.27 | | ||
| - | | 30 ft | 3.41 | | ||
| - | | 40 ft | 4.55 | | ||
| - | | 50 ft | 5.68 | | ||
| - | | 60 ft | 6.82 | | ||
| - | | 70 ft | 7.95 | | ||
| - | | 80 ft | 9.09 | | ||
| - | | 90 ft | 10.23 | | ||
| - | | 100 ft | 11.36 | | ||
| - | | 110 ft | 12.5 | | ||
| - | | 120 ft | 13.64 | | ||
| When traveling over long distances it can be easier to use a characters movement in MPH. This assumes the character is moving at a steady pace on level, unobstructed ground | When traveling over long distances it can be easier to use a characters movement in MPH. This assumes the character is moving at a steady pace on level, unobstructed ground | ||
| + | ==== Overland Movement ==== | ||
| + | Characters are assumed to be able to maintain a steady pace of 3 MPH while traveling. Characters can easily travel 8 hours a day as well, however if they are Well Fed and have been well rested, they can travel 12 hours in a single day. | ||
| + | |||
| + | If they have a mount this speed is doubled. | ||
| ====Overland Travel Modifiers==== | ====Overland Travel Modifiers==== | ||
| Terrain, Paths and Weather all have a massive impact on travel times. There can be more than one type of terrain or weather in any one area, if so add the modifiers together. An Uncharted Forested Hills would have a travel modifier of 120%, and in addition it could be light Rain and Light fog for another 30% for a total modifier of 150% | Terrain, Paths and Weather all have a massive impact on travel times. There can be more than one type of terrain or weather in any one area, if so add the modifiers together. An Uncharted Forested Hills would have a travel modifier of 120%, and in addition it could be light Rain and Light fog for another 30% for a total modifier of 150% | ||
| <WRAP center round info 60%> | <WRAP center round info 60%> | ||
| - | An Example of travel is as follows. The party has an average move speed of 30ft and travel | + | An Example of travel is as follows. The party travels |
| </ | </ | ||
| ===Type=== | ===Type=== | ||
| Line 45: | Line 35: | ||
| | Forests | | Forests | ||
| | Jungle | | Jungle | ||
| - | | Marshes | + | | Marshes |
| ===Paths=== | ===Paths=== | ||
| Line 72: | Line 62: | ||
| ===Trailblazing=== | ===Trailblazing=== | ||
| - | At the start of each day a character may a roll a Knowledge (Geography) DC-10 in order to reduce terrain type modifier by 10%, each 10 this exceed by increase the reduction by an additional 10%. This involves using a characters knowledge of the area to avoid delays. | + | At the start of each trip a character may a roll a [[priority: |
| + | |||
| + | During a travel, a character can also roll a [[priority: | ||
| + | |||
| + | ====Travel In Cities==== | ||
| + | Travel inside of large cities or other urban centers is simplified, as distance is often less relevant then city layout and the amounts of crowds. | ||
| + | |||
| + | There are three categories of destination in a city, times are based on a standard 30ft move speed: | ||
| + | * Far Away, takes around an hour to reach | ||
| + | * Middle, normally 15-30 minutes away | ||
| + | * Close, around 5 minutes away or less | ||
| + | |||
| + | These times can be modified based on city congestion or complexity of streets | ||
| + | * Empty, Standard time | ||
| + | * Busy/ | ||
| + | * Congested/ | ||
| + | |||
| + | Knowledge (Local) can be used to cut down on travel times or remove modifiers, typically set at DC-20. | ||
| + | |||
| + | ====Points of Interest and Random Encounters==== | ||
| - | During a travel, a character can also roll a Survival DC-15 to reduce the Path and Weather Type modifier down by 10% and then for each 5 over an additional 10%, to a minimum of zero. | ||
