Alternative Systems for AD & DTM
The Environment
Long-Distance Travel
In conjunction with the above, here are some estimates for movement speed over long distances. Note that, given the Fatigue rules, few creatures will be able to keep up speedy movement for long periods.
|
Miles per hour |
Miles per day |
|
Walk |
Jog * |
Run * |
|
Small biped |
2 |
4 |
6 |
16 |
Medium biped |
3 |
6 |
9 |
24 |
Large biped |
4 |
8 |
12 |
32 |
Dog or wolf |
6 |
12 |
18 |
48 |
Pack animal |
4 |
8 |
12 |
32 |
Cart |
4 |
8 |
12 |
32 |
Riding horse |
6 |
12 |
20 |
48 |
Warhorse |
4 |
8 |
12 |
32 |
Bird |
20 |
40 |
60 |
160 |
Fatigue
Occasionally (mostly when pursuit is a factor), it will become necessary to find out just how far creatures can travel. Here are my ideas in that direction:
Time increments for travel are:
|
Base |
Forced |
Walk |
8 hours |
2 hours |
Jog |
1 hour |
10 minutes |
Run |
5 minutes |
1 minute |
The Base increment may be travelled without any check. Each further Forced increment requires an Endurance NWP check, at a -1 penalty for each further period. Failure indicates that a rest must be taken. Certain hardy creatures will have high equivalent Endurance scores.
Waterborne Travel
Some of what follows is quite specific to Pangea, but it should be readily applicable to any campaign where travel on the water is possible.
There are three modes of movement - Sail, Sail and Row, and Emergency. The Emergency rate can only be sustained for 10 rounds at most; it represents frantic rowing with all sails unfurled, if applicable.
Storms and gales (see Weather, below) will necessitate an NWP check: roll a Boating / Seamanship NWP check, with the modifier as given below, or the vessel flounders and begins to sink. 'n/a' indicates no check is necessary; the vessel will be fine.
Speed in MPH
| MPH | NWProf Modifier: |
Craft: | Sail | Sail+Row | Emergency | Storm | Gale |
Canoe | 5 | - | 10 | +1 | -6 |
Raft | 4 | 6 | 8 | -4 | -10 |
Barge | 4 | 6 | 8 | -2 | -8 |
Rowboat | 5 | 8 | 12 | +2 | -4 |
Caravel | 5 | - | 8 | n/a | -3 |
Coaster | 3 | - | 10 | +2 | -4 |
Cog | 3 | - | 10 | n/a | -4 |
Drakkar | 5 | 12 | 16 | n/a | -2 |
Great Galley | 3 | 15 | 20 | n/a | -2 |
Knarr | 6 | 10 | 15 | +3 | -1 |
Weather
Again, the following table is designed for Pangea, but should serve as a template for your own world. Pangea is of relatively temperate / northern climate, and modifiers should be applied to the roll dependant on local conditions.
Weather should be checked every 8 hours or so, and the roll biased by ±20% towards the last result, so the weather shows some consistency. Roll once for weather type, and once for wind.
If the Weather type is foggy or misty, assume Wind is Calm. If Windy or stronger, clouds will clear in 1-2 hours.
Summer
- 01-02
- Dense fog, cool
- 03-05
- Mist, cool
- 06-10
- Steady drizzle, cool
- 11-15
- Patchy rain, cool
- 16-20
- Steady rain, cool
- 21-30
- Heavy showers
- 31-35
- Thunderstorm
- 36-45
- Cloudy, cool
- 46-55
- Cloudy, warm
- 56-65
- Clear, cool
- 66-75
- Clear, warm
- 76+
- Clear, hot
Spring and Autumn
- 01-05
- Dense fog, cool
- 06-10
- Mist, cool
- 11-15
- Heavy rain, cool
- 16-20
- Light rain, cool
- 21-35
- Drizzle, cool
- 36-55
- Overcast, cool
- 56-65
- Cloudy, cool
- 66-75
- Cloudy, warm
- 76-85
- Clear, cool
- 86+
- Clear, warm
Winter
- 01-07
- Heavy snow, cold
- 08-15
- Steady snow, cold
- 16-20
- Patchy snow, cold
- 21-25
- Sleet, cold
- 26-50
- Steady rain, cold
- 51-70
- Cloudy, cold
- 71-90
- Clear, cold
- 91+
- Sunny, thaw
Wind
- 01-19
- Calm
- 20-59
- Breezy
- 60-89
- Windy^*
- 90-96
- Storm^**
- 97+
- Gale^***
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