RPG Evolution - D&D Tactics: Hikes

I go on a lot of Boy Scout hikes. If I were in an adventuring party in a fantasy world, I'd never make it.

I go on a lot of Boy Scout hikes. If I were in an adventuring party in a fantasy world, I'd never make it.

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Picture courtesy of Pixabay.

Our hikes average anywhere from a half hour to several hours, depending on the terrain and season. We have one Scoutmaster who could easily qualify as a ranger, but for the rest of us, real life challenges make it clear that out-of-shape wizards are going to be in trouble if they have to walk to their next destination.

Weather Matters​

For obvious reasons, walking in the snow can be tough. We avoid hiking in winter, but we have hiked in Spring and Fall through rocky terrain. The toughest terrain we've encountered if after a recent rain with leaves on the ground. The combination makes it difficult to see a clear path (if there even is one). We've gotten lost in places we've hiked previously just because leaves covered everything. Wet leaves also make the ground slippery. More than one Scout has plunged their foot into an unseen puddle or slipped on a rock.

Adventurers in this sort of terrain will likely have challenges tracking, finding a path, and even just moving through it. This is one of the reasons I started using a walking stick, if only to test how to proceed. Characters familiar with the outdoors (barbarians, druids, ranger) will have an easier time of it than those who are unaccustomed to being outside the confines of their hometown.

Hikes Are Exhausting​

When the weather's nice, I try to walk every day in my neighborhood and when it's not I run on my treadmill. In both cases, the terrain is flat enough that I can turn off my brain. Not so when hiking, which requires constant vigilance as you determine your next step, avoid blundering into branches, and try to spot the path forward.

In unfamiliar terrain, a hike is not merely something you do while you do something else. Characters who want to perform most skills in difficult terrain will find it nearly impossible. Except maybe for singing, so the bards have something to do (the Scouts won't let me though for good reason).

Natural Hazards​

The outdoors can be beautiful but it isn't ordered to make life easier for anyone to pass through it. Woods are filled with dead branches and fallen trees that will have to be circumnavigated. The aforementioned leaves make everything slippery and conceal holes that can trip you up. And there is wildlife that can react poorly to intrusions -- my son was stung by a hornet just walking up rocky steps near a castle.

Characters who are uncoordinated or unaccustomed to traveling outdoors may well take damage just by trying to make their way, or end up exhausted in the process.

Leave No Trace​

In Scouts, we encourage the philosophy of "leave not trace," which means you leave the terrain how it was when you arrived. That means no picking up sticks or feathers or rocks to take with you. It also means essentially covering your tracks.

Cityfolk unaccustomed to the outdoors may be surprised how visible their blundering is to beasts and trackers. When cover your tracks, getting the wizard to stop leaving crumbs behind is as important as leaving fewer footprints.

Avoiding the Long Hike​

The modern solution to these challenges is to just take a car or walk on a paved road. In fantasy campaigns, there are rarely equivalents, but magic provides some solutions.

Find the path eliminates a lot of the guesswork of trying to find the easiest route through rough terrain (a bit like spotting trail markers even when there are none). And freedom of movement is like walking on a flat road. But the most magically economical solution is probably the fly spell. Flying over a forest is a significant advantage, and species with natural flight can get places much faster than their grounded companions.

Your Turn: How has your real life hiking experience influenced traveled in your games?
 

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Michael Tresca

Michael Tresca

Dr. Bull

Adventurer
Greetings. I come from a different world, so I wanted to offer my perspective on this issue:

I think it is a little bit sad that the majority of the replies in this thread consider hiking in the wilderness to be dangerous, threatening, and/or exhausting. It may be difficult, but it is not threatening. It's one of the best ways to get in shape.

Speaking from the perspective of an enthusiastic hiker and backpacker in the "bear-infested" Sierra Mountains (California and Nevada), I can attest to the fact that animal attacks are shockingly rare. In fact, Utah has recorded only one bear-related death in the state's entire history. Honestly, you have more chance of getting killed by a golf cart than you do of getting killed by a bear.

All in all, I just wanted to say that I'm not a believer that nature (in our world) is a threat. I have walked alongside grizzly bears in Alaska. I have been stalked by a cougar. I have never been attacked by any of them. Our culture informs us that we need to be afraid of wild animals. In reality, wild animals need to be afraid of us.

Owlbears are a different story, however...

BTW: If you are carrying a 100 pound pack, you're not doing it right (unless you're in the military and you need to carry weapons and ammo). I've seen people hiking hundreds of miles on the Pacific Crest Trail with 25 pound packs. They were outdoors for a week at a time. As a not-so-hardcore backpacker, I've been comfortable with a 35 pound pack for 4-5 day backpacking trips. When I was in my 20's, I sometimes walked about 18 miles in a day. At the end of a day of backpacking, all you really miss (from civilization) is a hot shower.

- Dr. Bull
 
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Dr. Bull

Adventurer
I was actually thinking about a related topic earlier this summer. I went with some family to explore some lava tube caves in Flagstaff AZ. The cave floor is honestly about as smooth as one could expect for a natural cave floor, and even so- my goodness is it treacherous! You really have to be quite careful, or you'll twist an ankle.

All I could think was, if I had a flickering torch, some armor, and was being chased by an angry orc.... well, that would be the last anyone would hear from me.
Excellent point. There is a lava tube named "Subway Cave" in northern California. The floor is treacherous, to say the least... It is definitely "difficult terrain"!
 

Zardnaar

Legend
It's been useful for descriptions and terrain building. We have easily accessible natural bush here. As in ten minute drive half hour walk or less. Fern, miss and water on rock wall.

IMG_20220911_105825.jpg

Spring now looking at getting back up some hills.

3-4 second mark mah city.



Half hour hike up there. Long way is two hours return. Easy once your up there

It's more isle of dread here than ye olde forest. Going camping in January.

There's also a 3-4 hour hike through an ecosanctuary's with restored native bush. It's like a slice of pre colonization NZ.

The birdsong and Kaka are great so I've worked that into some games.
 
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Zardnaar

Legend
I think most people tend to overestimate walking speed. I walk 5 miles each day at 3.33 m/ph which takes me roughly 90 minutes. I'm well fed, well watered, and while there are some small hills it's all paved. When I hike on a trail, unless it's a particularly well worn trail, I don't walk so quickly. I have rocks, roots, and uneven ground to contend with which means I have to take care where my steps fall and that slows me down. And that's not even considering the local conditions.

This summer I've walked during my lunch break when it's been close to 35 Celsius (98 in freedom units), and my speed slows down to about 3.12 m/ph. Same paved path, I just can't go as fast with the sun beating down on me. I'd probably slow down in heavy rain or snowy conditions as well.

I'm not sure how to use this for D&D though. It's a game of heroics, and, well, concentrating on hikes just isn't heroic. I don't want my heroes marching across the wilderness for days only to be tired and suffering from malaria.

We've got a spot here where two points are less than 30km apart. It's a 5 hour drive apart.

Beats a 3-4 day walk to get out.


53 kilometres. Got a spare 3-4 days?
 

Dr. Bull

Adventurer
It's been useful for descriptions and terrain building. We have easily accessible natural bush here. As in ten minute drive half hour walk or less. Fern, miss and water on rock wall.

View attachment 262473

Spring now looking at getting back up some hills.

3-4 second mark mah city.



Half hour hike up there. Long way is two hours return. Easy once your up there

It's more isle of dread here than ye olde forest. Going camping in January.

There's also a 3-4 hour hike through an ecosanctuary's with restored native bush. It's like a slice of pre colonization NZ.

The birdsong and Kaka are great so I've worked that into some games.
Thanks for the clips. I've been to New Zealand, and I regard it as one of the best places on earth.
 

Eyes of Nine

Everything's Fine
Agree with @Dr. Bull . My dad hiked the Appalachian Trail at age 64 or 65. He was rocking a 30-35 lb pack (13-15kg), and after about 2 weeks he was booking along at 15-20 miles (25-32km) per day. That was all day of walking - 7am to 6 or 7pm. Only fair to acknowledge that the AT is a pretty well groomed trail; unlike what @talien describes in the OP.

As a backpacker myself (but no long hauls yet); many are the times I have wished there was a DM that would waive the encumbrance rules like I always do in my games 😂
 


@Dr. Bull I don't think the consensus is that the wilderness is dangerous or threatening. And probably not particularly exhausting. At least to those accustomed to it. But we all can find enough stories of "city slickers" doing stupid stuff and contributing to their own injuries or deaths. Yes the wilderness is no more dangerous than the an urban settings is, if you are proficient in whichever settings you are in. Not everyone (or every adventurer) is.

But the point I would like to emphasize is: D&D rules are pretty bad at simulating real world overland travel through wilderness. BUT, the rules are just fine for making a fun, playable RPG experience. Just like the D&D rules are for weapons, and armor, and most everything else.
 

Zardnaar

Legend
@Dr. Bull I don't think the consensus is that the wilderness is dangerous or threatening. And probably not particularly exhausting. At least to those accustomed to it. But we all can find enough stories of "city slickers" doing stupid stuff and contributing to their own injuries or deaths. Yes the wilderness is no more dangerous than the an urban settings is, if you are proficient in whichever settings you are in. Not everyone (or every adventurer) is.

But the point I would like to emphasize is: D&D rules are pretty bad at simulating real world overland travel through wilderness. BUT, the rules are just fine for making a fun, playable RPG experience. Just like the D&D rules are for weapons, and armor, and most everything else.

Tourists and locals die here in the wilderness. A couple of examples.

1. Crossing safety barrier to get photo under a glacier. Ice falls in them.

2. Going sight seeing on an active volcano. Volcano erupts.
 
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FitzTheRuke

Legend
Tourists and locals die here in the wilderness. A couple of examples.

1. Crossing safety barrier to get photo under a glacier. Ice falls in them.

2. Going sight seeing on an active volcano. Volcano erupts.
You know how to survive an encounter with bears? It's easy: Don't stop to take a selfie with it. They don't like that. That's pretty much it. You can otherwise (most of the time) just say "Hey, Bear!" and walk away.
 

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