Movement Overland Depending on Pace

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DM Nilbog
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Movement Overland Depending on Pace

Unread post by DM Nilbog »

Overland Movement in game RP Tool.

Overland Movement
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

Walk
A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).

Hustle
A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.

Run
A character can’t run for an extended period of time.
Attempts to run and rest in cycles effectively work out to a hustle.

Terrain
The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Forced March
In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points ofnonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.

Mounted Movement
A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

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To give you some examples of distances in game I have posted some samples below.

Trip Length One Way in Miles / Kilometers

FAI to Candlekeep via the road 150 Miles / 241.4 Kilometers
So given that information using the tables leaving the FAI to Candlekeep on a Light Horse will take you about 3 days.

FAI to Baldur's Gate 60 Miles / 96.5 Kilometers
FAI to Beregost 110 Miles / 177 Kilometers
FAI to Nashkel 230 Miles / 370.1 Kilometers
FAI to Triel 330 Miles / 531.0 Kilometers
FAI to Troll Claw 180 Miles / 289.6 Kilometers
DM Nilbog
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Re: Movement overland depending on pace

Unread post by DM Nilbog »

For really in depth RP here are the guidelines for Time-zones.
Time Zones
From: Trent Raley
Toril
• Circumference = 23,400 approx
• 24 time zones
• Axial tilt is ~ 19-25 degrees
• Prime Meridian is Myth Drannor
• Other time zones are based on meridian lines of globe function in Forgotten Realms Interactive Atlas (two per square).
• Time zones are 975 miles wide.
Nit-pick -- that is 975 miles wide at the equator of course. This will dwindle down to zero as you approach the poles.
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Rask
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Re: Movement Overland Depending on Pace

Unread post by Rask »

I do not understand the purpose of this post....can you clarify? I'm not being snippy, i honestly do not understand what this post is trying to tell me. These distances don't match up with in game (obviously.) so I am not really getting it. :?
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mrieder79
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Re: Movement Overland Depending on Pace

Unread post by mrieder79 »

Probably just to give some idea about how long it "really" takes to get to the places we go in game.

Thanks for the post, it is enlightening and gives guidelines on how to RP the trips between cities.
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Tsidkenu
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Re: Movement Overland Depending on Pace

Unread post by Tsidkenu »

Yes, good.

RPing this information is simply treating transition points as more than a simple 'phasing zone' to the next area.

I would like to think of a transition zone as approximately 8 hours of uninterrupted travel. This means the Trade Way is actually a lot safer than many folks claim it to be, but there are a few notable trouble spots (a bandit hideout 8 hours south of Wyrm's Crossing; goblin raiders frequent the road 8 hours north of Beregost, etc).

However it is difficult to RP this properly with the day/night cycle etc. It's up to each individual how they want to take it in the end.
c2k
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Re: Movement Overland Depending on Pace

Unread post by c2k »

Rask wrote:I do not understand the purpose of this post....can you clarify? I'm not being snippy, i honestly do not understand what this post is trying to tell me. These distances don't match up with in game (obviously.) so I am not really getting it. :?

Its information and information is always good. :D

I doubt this will be a server rule, if that is what you are getting at, because it would really hamper activity on the server, but it could play into a DM's event I suppose.
NegInfinity
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Re: Movement Overland Depending on Pace

Unread post by NegInfinity »

Tsidkenu wrote:Yes, good.

RPing this information is simply treating transition points as more than a simple 'phasing zone' to the next area.
RPing this information would cause confusion due to time travel, because you can travel for two weeks only to come back and find out less than 1 hour has passed on your original location.

The best idea is to never discuss time in the game. Because otherwise it would be pretty evident we are on plane with inconsistent time flow, and characters would have to wonder why in one day there are several sunrises.
Last edited by NegInfinity on Tue Oct 28, 2014 10:26 am, edited 1 time in total.
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mrm3ntalist
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Re: Movement Overland Depending on Pace

Unread post by mrm3ntalist »

This information was posted, because of an event in the North ( Triel) so that those involved can use as a guideline when rping in the forums about getting reinforcements, setting Triage Stations etc.

Noone asked to RP it on every transition or in game
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Rask
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Re: Movement Overland Depending on Pace

Unread post by Rask »

mrm3ntalist wrote:This information was posted, because of an event in the North ( Triel) so that those involved can use as a guideline when rping in the forums about getting reinforcements, setting Triage Stations etc.

Noone asked to RP it on every transition or in game
Ah thanks, that makes more sense now. I was worried that this was something that was going to try to be enforced or some such and got a bit scared. :shock: I just wasn't sure what the post was getting at other than the info. Thanks for clearing that up.
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gallimar
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Re: Movement Overland Depending on Pace

Unread post by gallimar »

This info is for RP - So you can translate ingame time into actual RP event time for the purposes of writing it up in the forums or for event use (or if you want to use 'actions a day' based rules for mini games) or ultimately just generic IG RP use. i.e. I ran 1000 miles to get here! *Huff and puffs*


Granted not many people will use this for things this detaied - but some will - don't be worried about this being an enforced server rule!! because that's not what its here for

:D
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