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

MPHNWProf Modifier:
Craft:SailSail+RowEmergencyStormGale
Canoe5-10+1-6
Raft468-4-10
Barge468-2-8
Rowboat5812+2-4
Caravel5-8n/a-3
Coaster3-10+2-4
Cog3-10n/a-4
Drakkar51216n/a-2
Great Galley31520n/a-2
Knarr61015+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^***