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3 months ago  ::  Feb 13, 2013 - 7:00AM #1
1stLevelSean
Date Joined: Aug 24, 2012
Posts: 217
Here are guidelines I am using for my players as they wander the wilderness, caves, etc. We have some large-scale maps so I needed to know how far they could travel. Does this seem reasonable?
 


                                           Walking    Hustling


Per Round


Humans........................................................... 30 ft                 60 ft


Elves............................................................... 30/35 ft            60/70 ft


Dwarves........................................................... 25 ft                 50 ft


 


Per Minute (Round x 10)


Humans........................................................... 300 ft               600 ft


Elves............................................................... 300/350 ft        600/700 ft


Dwarves........................................................... 250 ft               500 ft


 


Per Hour in Miles (Minute x 60)


                                                                                               (resting 15 minute/hour)


Humans........................................................... 3.5 m               5 m


Elves............................................................... 3.5/4 m            5/6 m


Dwarves........................................................... 3 m                  4 m


 


Per Day in Miles (Hour x 10)


                                                             (1 hour resting)           (2 hours resting)
Humans........................................................... 20 m                30 m


Elves............................................................... 20/24 m           30/35 m


Dwarves........................................................... 15 m                25 m


Obviously hustling would have consequences. If players run for an hour and get into combat immediately, I would impose disadvantage for several rounds.


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3 months ago  ::  Feb 13, 2013 - 7:27AM #2
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493
Halflings not cool enough to go spelunking?
My two copper.



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3 months ago  ::  Feb 13, 2013 - 7:33AM #3
1stLevelSean
Date Joined: Aug 24, 2012
Posts: 217
That chart should read "Dwarves/Halflings". My players don't have any halflings in their party, so I overlooked them, which is easy to do. Because they're so short.
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3 months ago  ::  Feb 13, 2013 - 7:47AM #4
Jenks
Date Joined: Apr 4, 2008
Posts: 2,493
Hah, too short...

Anywho, rules aren't bad. Easy enough to calculate overland travel. I could easily use these whilst we wait to see what the exploration rules will be like. 
My two copper.



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3 months ago  ::  Feb 14, 2013 - 2:57AM #5
BlakeRyan
Date Joined: Dec 19, 2007
Posts: 190
If you are hustling for an hour or a day, i'd say Constitution check for Initiative roll should combat arise, to see who has the stamina.

For hour or day hustled march, Constitution check DC 15, else double rest period is required.


For the daily march, i'd say 30 mins for 10 hour march and 1 hour for hustled march.

This is because people in this day and age would on average be abit fitter in my view, far less desk jobs-sitting down etc.


As for Halflings, I can't remember the last halfling that either didn't ride in the cart, or in someones pack (yoda and luke style-Empire Strikes Back)
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