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.

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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


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GMMichael

Guide of Modos
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.
Have you not read the Two Towers?
As an Ultralight hiker IRL (and Soldier before that) I find the encumbrance rules in 5E hilarious.

30lbs on your back slows even a fit and strong person down (a lot), and carrying it all day long is bloody tiring.
Ironically, 30 feet per round now seems much more reasonable. Unfortunately, opportunity attacks are still hopeless.
 

Zardnaar

Legend
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.

Wildlife here is safe enough short of very rare shark encounter.
 



TarionzCousin

Second Most Angelic Devil Ever
As soon as you choose a name for your horse, it gets eaten by an Owlbear.
In a recent 2.5 year OD&D game I played in, we learned at the end that 10 of our mules had been eating during the campaign. Toward the end, we were giving them names like "Tasty Treat" and "Indigestion."

It didn't help; they all got eaten.
 


Wildlife here is safe enough short of very rare shark encounter.

Australian. We have them too. Great Whites are the main culprits, then Bull sharks. And the Saltwater Crocs up north. Dont want to mess with any of them.

Plus... venomous things. Lots of venomous things.

No big land predators (other than the aforementioned Crocodiles).
 


GuyBoy

Hero
No dangerous wildlife in UK, though bison have been reintroduced near where I live, which is superb news.
I did have a friend in primary school who was actually savaged by a squirrel! It was pretty bloody at the time, though I suspect being known thereafter as “squirrel boy” was probably worse.
 

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