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

FitzTheRuke

Legend
And now imagine nit gaving a reliable map that shows more than a few landmarks ir even gaving no mao at all. So also no clue where to find water.

And no trails either other wgat animals make. Animals which are far mire common than they are now with less fear of humans. Not to mention "animals" (monsters) that can easily kill a human and are quite aggressive.

That would be mire like the hiking the typical D&D adventurer does one he leaves the road and civilization which is very different from leisurely hikes for fun people do today.
Also: Humanoids in D&D worlds are NOT apex predators. They are being hunted by just about everything. Even the rocks, trees, and AIR might try to kill them at any given moment. Travelling in a D&D world would be outright TERRIFYING.

Had an idiot here recently who decided to fight one (sealion) with a surfboard. Probably got to close.

Never try to take away a sealion's surfboard. It ruins their chill.
 

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Fresh waters not usually a massive problem hiking. Unless you're an idiot.
Depends where. In the southwestern US it is a major deal. i.e. you've seen those cowboy movies right?

And in much of the rest of the US like Colorado where there is plenty of water it is almost all contaminated with giardia. So yea, you can drink it, just have fun with the runs!
 

Zardnaar

Legend
Depends where. In the southwestern US it is a major deal. i.e. you've seen those cowboy movies right?

And in much of the rest of the US like Colorado where there is plenty of water it is almost all contaminated with giardia. So yea, you can drink it, just have fun with the runs!

Plenty here some of it's safe to drink raw. But you either take enough or know where it is to boil it.
 

I'm a Scouter in Canada, and I agree, I'd be hard pressed to hike between any towns more than 10-15km away carrying a 60lb. pack. However, if I'd spent my entire life walking places I'd probably be far more capable. This is how the majority of people used to travel, so we are capable of doing it, we just need to build up to it.
This perspective is one that I've thought a lot about over the years when trying to picture what an average person's strength would be in a fantasy world. When I think of someone with 10 Strength in the modern world, I think of the average office worker or post office clerk. But in a fantasy world, where 90%+ of the population would be farmers toiling in the fields all day long at hard labor, a 10 seems like it should be much more impressive, i.e., could walk 15 km to the next town with a 60 lb pack.

The fighting class, who would be wearing armor and practicing most of their days when not fighting, would be in the 12-13 range, with truly exceptionally strong martial types at 14-18. Those would be the guys everyone would remember because they were taller and bigger than even other fighters, who are already the big powerful types.

3.0 and 3.5 diluted that perspective when there were no limits to how high your strength could get. This summer I bought Old School Essentials, and it brought this topic back up in my mind, because you can't get any higher than 18, and you don't raise your stats after creation. If anything, I think my numbers are still too high, and that people with 12-13 are considered really strong individuals, with 14+ being truly outliers and highly memorable to the average villager if they came walking into town.
 


Thomas Shey

Legend
This perspective is one that I've thought a lot about over the years when trying to picture what an average person's strength would be in a fantasy world. When I think of someone with 10 Strength in the modern world, I think of the average office worker or post office clerk. But in a fantasy world, where 90%+ of the population would be farmers toiling in the fields all day long at hard labor, a 10 seems like it should be much more impressive, i.e., could walk 15 km to the next town with a 60 lb pack.

The fighting class, who would be wearing armor and practicing most of their days when not fighting, would be in the 12-13 range, with truly exceptionally strong martial types at 14-18. Those would be the guys everyone would remember because they were taller and bigger than even other fighters, who are already the big powerful types.

3.0 and 3.5 diluted that perspective when there were no limits to how high your strength could get. This summer I bought Old School Essentials, and it brought this topic back up in my mind, because you can't get any higher than 18, and you don't raise your stats after creation. If anything, I think my numbers are still too high, and that people with 12-13 are considered really strong individuals, with 14+ being truly outliers and highly memorable to the average villager if they came walking into town.

I'm not sure raw Strength is the best way to picture that; honestly learning to manage pack weight is partly strength, but partly endurance and partly just knowing how to manage it.
 


FreeTheSlaves

Adventurer
...
The other thing is travel time. In rough or mountainous terrain it's not unusual for 8 miles to take 8 hours.
Yes! 5E kind of alludes to the solution with difficult terrain costing +1' of speed and climbing costing +1' of speed in tactical movement.

So if the base travel speed is 24 miles a day, in rough mountains requiring periods of climbing, that drops to 8 miles.
 

Zardnaar

Legend
Yes! 5E kind of alludes to the solution with difficult terrain costing +1' of speed and climbing costing +1' of speed in tactical movement.

So if the base travel speed is 24 miles a day, in rough mountains requiring periods of climbing, that drops to 8 miles.

That's actually somewhat realistic assuming you're not going up cliffs.

I've done 2.1km close to two hours.
 

My take-away is that a DM should not feel constrained to RAW when dealing with overland travel (Heck, I don't think RAW intends to be used rigorously at the table). That if the DM desires to set the atmosphere as such, then changing daily travel to 8 miles or 1 mile per day is acceptable. Or the availability of water. Or the danger of wild animals or wilderness hazards.

The DM just needs to set the scene, and make sure that in doing so, the objective of being a fun game is still maintained.
 

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