So lifting from, adding to and changing what has been previously posted here and on the aforementioned wiki I'm about forty pages into what should come in under 100 pages once I include all of the spells. I have covered character generation and equipment and have about three levels worth of spells re-written for clerics and mages and I decided yesterday to start in on general adventuring rules. I'm introducing some new wrinkles, for me at least, to rates of travel, rest and what I have designated forced and extended marches and will post these specifics below as a means of soliciting feedback from both players and observers. If you know how to get ahold of me you can provide feedback privately if you'd prefer not to post a comment below.
What I would find most helpful are critiques specific to the proposed systems below and not more general explanations on how you would do it instead. Thanks in advance.
To understand the below ideally you'd see the table where per round, per hour and per day movement rates are provided, but I can't get Stupid Blogger to take a paste from any of Word, Publisher or Adobe formats without a lot of reformatting so just undertsand this much:
Movement rates for hour and 8-hour travel day increments are also given below. The hourly rate does not take into consideration any stops. The daily rate assumes a purposeful but not overly fatiguing average speed where consideration is given for stops taken to rest, eat, relieve oneself, ascertain direction, adjust loads and other travel-related activities.
A lightly encumbered human travels at 30' per round, 3 miles per hour and 18 miles per day
Forcing a March: To force a march, a character moves his full per-hour basis for an extended period of time. At the beginning of the second hour of such travel a CON check is made and those passing it can continue their full hourly movement. Those failing must stop or slow down to rest, in effect resuming their normal daily rate of movement. At the beginning of the 3rd hour, those who succeeded the CON check may attempt to keep their break-neck pace going by passing another CON check. Even individuals who failed a check may attempt to pick the pace back up after the 2nd hour, but all checks subsequent to a failure receive a –1 penalty on the roll for each preceding failure. Only unencumbered or lightly encumbered characters may force a march. Heavily encumbered characters are simply too weighed down to maintain such ambitious rates of travel.
Ex: Mortimer and Stanley each have a base movement of 30’/ 3 mph/ 18 mpd due to light encumbrance and are attempting to force a march. For the first hour of travel, each of them cover 3 miles without a problem. Before the 2nd hour begins each attempt and succeed a CON check, so their brisk pace can be maintained. At the end of the 2nd hour Mortimer and Stanley have travelled 6 total miles and choose to maintain their pace for another hour. Mortimer fails his check but Stanley succeeds, the latter opting to leave his companion behind in order to maintain pace. At the end of the third hour, Stanley has travelled 9 total miles while Mortimer only 8.25 miles. Stanley chooses yet again to maintain his pace and passes a CON check. Mortimer, wanting to catch up to his friend tries to resume the brisker pace but fails his CON check again, made with a –1 penalty to the roll. After four hours Stanley has covered a lot of ground at 13 miles while Mortimer has fallen further behind with only 10.5 miles traveled. Stanley can force another hour of marching with another successful CON check while Mortimer must make a CON check with a –2 penalty to achieve his companion’s swifter pace.
Extending a march: To extend a march, one simply uses the method above for forcing a march with the following changes. When attempting to extend a march, a CON check is required before the 1st extended hour is attempted. Characters who have already forced a march receive a –1 penalty for each hour of forced march on top of whatever penalties already exist for failed attempts, so that eight hours of forced march entails a –8 modifier to the CON roll. Failing to extend a march at any point results in the necessity to stop travel for the day and rest. Each hour of ex-tended march creates a cumulative penalty of –1. Characters may not extend a march beyond 12 hours in any given day.
Penalties for forcing and/ or extending a march: While the benefits of increased rates of travel are obvious, one must weigh the good with the bad when choosing to do so. Any character who has failed at least once when attempting to force or extend a march will suffer a –1 to all rolls until he has had 8 hours of adequate rest (see below). Any character who has not failed in extending or forcing a march but has marched further than his 8-hour movement rate for the day also suffers a –1 to all rolls until adequate rest can be had. Any character who has traveled further than his 8-hour movement rate for the day also suffers a point of damage for every increment equal to his hourly movement rate beyond his daily movement rate traveled (rounded down). Finally, characters do not heal naturally on days when they have forced or extended a march.
Ex: At the end of his travel day Stanley has managed to travel 30 miles through a combination of forced and extended marching. Stanley’s base movement is 3 miles hourly/ 18 miles per day. In addition to being –1 to all rolls and not being able to naturally heal until after his next 8 hour rest period, Stanley suffers 4 hit points of damage.
A character can only force or extend a number of hours equal to his CON score in a given day. Each hour spent in forced or extended march counts as double when deter-mining the required rest from travel. Characters do not heal naturally on days when they have forced or extended a march.
Jogging & RunningCharacters may jog at 2x their movement rate for a number of minutes equal to their CON score x4 if lightly or unencumbered. Heavily encumbered characters may jog for 2x their movement rate equal to their CON score in rounds (6 seconds). Running characters move at between 2 and 4 times their movement rate and can sustain this for a number of rounds equal to their CON if lightly or unencumbered. Heavily encumbered characters may not run at all.
Rest and HealingCharacters must rest periodically both to recover their stamina expended in work and travel and to recover lost hit points. Characters must spend 8 hours per day at rest, including at least 6 hours of actual sleep or suffer a cumulative –1 to all rolls. This penalty is cumulative to any penalties incurred while forcing or extending a march. Characters who rest as per above also heal 1 hp unless they have been engaged in forcing or extending a march. A single period of adequate rest is sufficient to erase all cumulatively incurred penalties for a given day.
A full 24 hours of rest will heal a number of hit points equal to the character’s level. Additionally, a full day of rest is required for every 40 hours of marching or similar labor undertaken since the last such rest period. Please note as described above that hours spent in forced or extended marches count four double against this allotment. Once 40 such hours have been reached a cumulative –1 penalty to all rolls is incurred.