Overland Travel Times

By valvorik, in WFRP House Rules

Does this make sense? Comments welcome.

Every 4 hours (a typical day being 8 hours of movement, other time in rest stops etc), miles covered are:

Transport Road Path Forest Rough Forest & Rough Swamp Mountain
Walk 10 8 6 5 3 2.5 2
Horse 15 12 9 7 4 3 3

Adverse weather may require its own Resilience (To) check to avoid the Under the Weather condition (cf Gathering Storm ), difficulty varying based on nature of weather, degree appropriate clothing worn.

Heavy snow makes a Road a Path, and wipes out a Path, makes a Forest into Forest & Rough, and halves Mountain movement.

A major obstacle reduces travel by the time it takes to cross (e.g., if fording river takes 1 hour to find best spot and make preparations, that is a 25% reduction in the 4 hour slot).

Walking - add 50% if pushing self by making Average (2D) Resilience check, on failure suffer 2 Fatigue.

Riding – add 50% by pushing mount with Average (2D) Ride check, on failure horse must make Average (2D) Str check (typical horse has a Str 5) or lose 2 Wind (which is typically 5, See Omens of War).

Pushing checks become Hard (3D) in Swamp and Mountain, and for horses Mountain is Daunting (4D).

- Note, travel is in Story Mode, I do not permit nightly fatigue/stress recoveries in Story Mode, so continually pushing self in long journey will lead to notable Fatigue accumulation.

I love it! Would be a perfect addition to the sandbox style campaign I'm working on!

Thanks.

Some additional notes to enliven travel.

A Chaos Star can mean either an unpleasant encounter (can you say Beastmen, Greenskins, an angry Boar...) or if the GM not inclined to go that way weather turns nasty or you get lost (this one not applicable if on a road).

A Comet can mean a pleasant encounter (peaceful wayside shrine, free Assess Situation attempt as you pray [to relieve some Fat. or Stress, normally this acton can't be used outside encounter time; passing tinker with needed goods to sell you; something GM has ready relevant to adventure).

A party that has particularly good guide or maps might get a fortune die on the checks (essentially the benefit of Superior costed service just as for an item).

Do we have a scale to Gitzman's map?

Nice work btw.

jh

Re Glitzman's map scale, it varies based on zoom. You can use ruler function to get distances though.

The basic speeds come from Rolemaster's old Campaign Law supplement, double-checked with various hiking etc. sources that as a basic assumption, yes 20 miles a day is fair pace to assume a fit person not overly encumbered can make across easy terrain if "keeping a move on".

Well for what ever this is worth...

I went hiking the other day and went 10 miles in 4 hours, it was a wooded path with some hills, so appropriate to the Empire. We had little to no gear and walked very briskly. That equates to 2.5 miles per hour. I cant imagine anyone wakling faster than that, especially with gear.

Not sure if that changes anything, but it may be useful fo real world comparison.

Nice work!

Gitzman

P.S. the upcoming version of the map will include a scale, something akin to 1:100 or whatever it is going to be. i need to do the math still lol =)

valvorik said:

Does this make sense? Comments welcome.

Transport Road Path Forest Rough Forest & Rough Swamp Mountain
Walk 10 8 6 5 3 2.5 2
Horse 15 12 9 7 4 3 3

That makes a lot of sense, and is a really handy guide.

I think the only thing I'd question is the distances covered with horses in very difficult terrain. I've never ridden or tried to walk a horse, but I would expect that a man on foot would be faster in a mountain than a man on (or more likely, on foot and leading) a horse. Same goes with a swamp. The man with the horse would face all the hardship a lone man would, but with the added hassle of leading the animal.

It also seems to fit my 'image' of things more: I can see people living in the mountains, hiking great distances, harrying professional armies with guerrilla tactics, etc... And in this image the mountain men don't have horses.

You might want to add another line for a pony or donkey - which I would guess wouldn't be much (or any?) faster on the flat, but might make travel in the mountains faster (or at least less fatiguing).

Deleted (double post).

Good points re horses and Swamps/Mountains (note, that a not-bayou wetland or a hilly area is "rough" which covers lots of intermediate terrain).

I've been looking at Mouseguard and the One Ring rules and like their travel structure, tinkering a bit accordingly. Not with the distances but with how to handle rolls etc. Will post once it's seen use.

valvorik said:

I've been looking at Mouseguard and the One Ring rules and like their travel structure, tinkering a bit accordingly. Not with the distances but with how to handle rolls etc. Will post once it's seen use.

I don't know anything about Mouseguard, and I haven't seen the One Ring, but everything I've read about it makes it sound like a fantastically well designed game. I'll get it as soon as I can pick it up relatively cheaply from somewhere.

I'd be really interested to see what ideas you get from it for WFRP.