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.

princess-4395983_960_720.jpg

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

Thomas Shey

Legend
Related to this, one of the things that almost all games seem to understate is just how complicated it is almost certain to be fighting in a lot of outdoor environments. Besides visibility, footing is liable to be a massive issue in a lot of environments (just things like fighting on a slope are bound to be an issue) and that's just the tip of the iceberg.

But as someone upthread said, that isn't fun for most people so any time I get an urge to try and factor in what it'd be like just trying to fight in many environments in Southern California, I resist the urge.
 

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Ixal

Hero
Now if only any of that would matter in D&D.
When was the last time the PCs cared about the weather? Does 5E even have rules for weather effects?
Exhaustion? Only under extreme circumstances as a one time effect and not as something the PCs need to care about.
 

Mistwell

Crusty Old Meatwad (he/him)
This seems like a good place to mention the RPG Sherpa which is an, "RPG that you can play outside - even while hiking. It uses a digital watch with a stopwatch feature as a randomizer and a character sheet fits on the back of a business card. Hence, you don't have to deal with full-size character sheets or dice while on a hike - just tell the story, which is fortunately easy to do while hiking. Oh, you don't have to hike - you can laze around the beach if you'd rather."
 

In general, travel feels a bit mechanically underdeveloped in many games. But I guess it's also hard to get it right (in the sense of being both plausible within the fantastic world and interesting for the players). Hex crawls are nice, but as discussed in another thread, they also leave things to be desired.
I might be a bit biased here, though, since I really like exploration in RPGs. Maybe a larger portion of the gaming population doesn't care too much about it.
 

GuyBoy

Hero
As soon as you choose a name for your horse, it gets eaten by an Owlbear.

I imagine that, if encumbrance was used more, pack animals would be a more popular choice.
My horse didn't get eaten by the owlbear because the griffin got to it first. By the time the owlbear arrived, there was only me left!

Seriously, hiking is both beautiful and hard work. The longest/toughest I've ever done personally was 25 miles per day for three days with 50lb packs on arduous training in the Brecon Beacons in Wales. Stunning scenery but really tough going on both fitness and feet. Luckily, our only random encounters were lots of sheep and rabbits as the only Welsh Dragon is the one on the flag.
Once did a ten mile hike in a team of five, with a stretcher and a rule that one person had to be a "casualty" at all times and be carried on the stretcher. The terrain wasn't as hilly, but it was pretty gruelling.
 

But don't the rules in 5E say that 24 miles a day is normal? And in rough terrain you can still do 12?

My experience as a teen we could pack 50+ pounds and do a consistent 10-12 miles a day, with time to "scout" (i.e. play) when we got to where we were going. Did that many summers at high adventure camps like Philmont.

24 miles day after day? Yea, whatever. I guess on prepared trails and if it was all that you were going to be doing. But, the realism, or lack of it, doesn't impact our fun.
 

toucanbuzz

No rule is inviolate
My closest use is backpacks since we use encumbrance rules. For even a 14 STR character, a full backpack with typical starting gear is enough, with armor on (because what good adventurer wouldn't wear full plate for a 12 hour hike through the wilderness?), to make them encumbered.

At higher levels (7+), I generally hand waive the impossible stuff.
 

Laurefindel

Legend
But don't the rules in 5E say that 24 miles a day is normal? And in rough terrain you can still do 12?

My experience as a teen we could pack 50+ pounds and do a consistent 10-12 miles a day, with time to "scout" (i.e. play) when we got to where we were going. Did that many summers at high adventure camps like Philmont.

24 miles day after day? Yea, whatever. I guess on prepared trails and if it was all that you were going to be doing. But, the realism, or lack of it, doesn't impact our fun.
I concur that even 12 miles (roughly 20 km) as the bird flies, over rough terrain, is a feat of strength and endurance. But that's also the thing; even in relatively easy terrain, 20 miles "as the crow flies" rarely translates in 20 miles "as the wolf runs". In mountainous areas, it can easily be a ratio of 4-to-1, that is, to reach a point 20 miles further on the map you actually have to travel 80 miles to get there. So in order to complete your 12-mile hike over rough terrain, you probably had to walk 18 at the very least.

Old(er) D&D maps used to have such terrain modifiers in addition to rough terrain penalties IIRC.
 

CharlesWallace

enworld.com is a reminder of my hubris
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.
 

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