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Overland Travel

Posted: Wed Mar 20, 2013 6:19 pm
by Rostranor
So I want to convey to my players the difficulty in travel in a medieval fantasy setting and help to demonstrate that travel is hard and thus isolates people from one another. I want them to have to be deliberate and plan routes occasionally or when they are pressing into the unknown. So I quickly banged out some travel rules. I haven't play tested these and they are a first pass. What do the judges out there think? Make sense? Not needed? Alternate system?

Overland Travel DCC

Characters make a Stamina roll for each day of travel.
- DC determined by type of terrain
Easy (roads) 10
Moderate (trails, fields, clear terrain) 12
Hard ( rocky terrain, rough, soggy) 14
Severe (swamp, foothills, steep terrain, snow) 16
Daunting (mountains, knee deep water, desert) 18

Modifiers to roll
+2 mounted
+4 conveyed (wagon, boat)
-1 medium load
-2 heavy load

Result of failure is an increase in fatigue level
Level 1. No stat burn regained, no natural healing
Level 2. Loss of 1 hit point for that day and each additional day
Level 3. Loss of D3 hit points and 1 point of Stamina for that day and each additional day

Fatigue level improves by one for each day of complete rest in the wild with basic shelter and full provisions.

Fatigue is a condition which can be remedied with a Lay on Hands of 2 dice.

Fatigue level reset after a full days rest at an appropriate place. ( magical spot, inn, tavern, a solid structure protected from the elements)

Re: Overland Travel

Posted: Thu Mar 21, 2013 2:46 am
by finarvyn
To me, it's not needed. In general I prefer to avoid extra dice rolls unless I really need to use them somewhere.

On the other hand, in certain campaign settings (Dark Sun comes to mind) part of the grittiness of the game is because of the harsh environment and certainly your rules would fit in great if this is the style of game you wish to convey.

Looks good!