no problem. I need to test and calibrate but it seems fairly consistent to me. Next point, the skirmish rules =)
iz
[WIP] Narrative Rules for Overland Travel
Re: [WIP] Narrative Rules for Overland Travel
I really like the idea of checkpoints, but I believe that calculating the exact number of checkpoints based on the number of miles walked in a day is unnecessary. Personally, I'd stand for a simpler version to keep the idea of traveling risky and fun, yet light and quick.
First, there could be a base number of Checkpoints depending on the distance.
--> Traveling within one Dukedom: 1 Checkpoint
--> Traveling within one Kingdom: 2 Checkpoints
--> Traveling from one Kingdom to another: 3 Checkpoints
Then circunstancial modifiers:
--> Well-maintained route: -1 Checkpoint
--> Wild region: +1 Checkpoint
--> Moutaineous terrain: +2 Checkpoints
--> Safe area: -1 Checkpoint
--> Dangerous area: +1 Checkpoint
--> Bad weather: +1 Checkpoint
This is just an idea, and it is far from balanced and realistic. And I encourage a GL choosing to use these rules to modify the final amount of checkpoints to make things more realistic or shorter. (it also depends on the amount of time you want your players to spend playing that trip).
I agree that calculating the number of miles crossed and the weather conditions in advance can make a trip more realistic, but if your PCs decide to choose another destination during the game, getting the ruler out might break the general mood.
Also, you might wanna take a look at "The One Ring" Rpg. It takes place in the Lord of the Rings universe and is quite good. It also has a very neat traveling system.
First, there could be a base number of Checkpoints depending on the distance.
--> Traveling within one Dukedom: 1 Checkpoint
--> Traveling within one Kingdom: 2 Checkpoints
--> Traveling from one Kingdom to another: 3 Checkpoints
Then circunstancial modifiers:
--> Well-maintained route: -1 Checkpoint
--> Wild region: +1 Checkpoint
--> Moutaineous terrain: +2 Checkpoints
--> Safe area: -1 Checkpoint
--> Dangerous area: +1 Checkpoint
--> Bad weather: +1 Checkpoint
This is just an idea, and it is far from balanced and realistic. And I encourage a GL choosing to use these rules to modify the final amount of checkpoints to make things more realistic or shorter. (it also depends on the amount of time you want your players to spend playing that trip).
I agree that calculating the number of miles crossed and the weather conditions in advance can make a trip more realistic, but if your PCs decide to choose another destination during the game, getting the ruler out might break the general mood.
Also, you might wanna take a look at "The One Ring" Rpg. It takes place in the Lord of the Rings universe and is quite good. It also has a very neat traveling system.
Re: [WIP] Narrative Rules for Overland Travel
@ iznurda,
Wondering why chariot is -33%. Should be the same as walking without fatigue. At least how I figure it.
Wondering why chariot is -33%. Should be the same as walking without fatigue. At least how I figure it.
Re: [WIP] Narrative Rules for Overland Travel
I believe he only referred to the traveling speed, not fatigue, hence why it's registered as slower than walking.
Allez, come on, allons-y, here we go, en avant, godspeed, hardi, let's do this!