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Rewarding Overland Travel
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<blockquote data-quote="doctorbadwolf" data-source="post: 8375903" data-attributes="member: 6704184"><p>So, first I'll say that the system works for quick and dirty "let me summarize what basically happens as you red dot across the map, and let you know what resources you had to spend to get there", <em>and</em> for playing out the journey in detail. Either way, you go in 5 steps. For longer journeys you can do the whole process multiple times, with potential breaks at the end of each "leg" of the journey.</p><p></p><p>1. Pick your route, using the hex map. In a DnD you could either make a hex map for this, or do so descriptively, and just say that every 10 miles is a hex. </p><p></p><p>2. Determine overall distance. A hex is 10 miles. Total distance will matter later. </p><p></p><p>3. Terrain. The most common terrain for the journey is used as a multiplier to the distance of the journey. Easy well maintained roads are x .5, flat terrain is x 1, going all the way up to x 5 for mountain passes and other "Daunting" terrain. </p><p></p><p>4. Speed. "The Loremaster now divides the distance measured in the previous steps by the travelling speed of the Company — rounding all fractions to the nearest whole number. The result is equal to the expected length of the</p><p>journey in days. The table below shows the distance covered in miles by a Company in an average day of travel"</p><p></p><p>5. Fatigue Tests. In TOR you have a fatigue score to represent how worn out you are. In 5e, I might convert this using hit dice. You make a fatigue test every x number of days of travel, where x is a number determined by the season in which you're travelling. So you check more often for winter than for summer. </p><p>There is also an optional Regional table that varies the DC of fatigue tests based on whether you're in normal wilderness, enemy territory, friendly lands, etc, or you can simply always use DC 14. </p><p></p><p><strong>Hazards.</strong> Every fatigue test has a chance to generate a Hazard. If a PC fails their check and gets a "sauron's eye" rune on their d12 (I think it's the 1 if you're using normal dice), a Hazard occurs. I won't get into the details of hazards, but basically the LM rolls to see which Journey Role is the focus of the hazard, and the PC filling that role makes a skill check to overcome the hazard. If no one is filling that role, someone can spend Hope to make the check, otherwise it automatically fails. </p><p></p><p>Hazards then essentially become challengs with consequences for failure, such as the Guide screwing up and if they fail the check to get back on track everyone sleeps rough due to poor camping conditions and travel is unrestful for that journey/leg. </p><p></p><p><strong>Actions In A Journey</strong>. Each PC can usually make 2 skill checks during a travel day, one in the morning and one in the afternoon.</p><p></p><p></p><p>And that's basically it. Print out the tables or get a TOR DM's screen (I think), and you've got an engaging but fairly simple set of rules for a journey. </p><p></p><p>Also at the start of the journey you can make a check to determine preparedness for the journey. I'll just quote the book again for this bit.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8375903, member: 6704184"] So, first I'll say that the system works for quick and dirty "let me summarize what basically happens as you red dot across the map, and let you know what resources you had to spend to get there", [I]and[/I] for playing out the journey in detail. Either way, you go in 5 steps. For longer journeys you can do the whole process multiple times, with potential breaks at the end of each "leg" of the journey. 1. Pick your route, using the hex map. In a DnD you could either make a hex map for this, or do so descriptively, and just say that every 10 miles is a hex. 2. Determine overall distance. A hex is 10 miles. Total distance will matter later. 3. Terrain. The most common terrain for the journey is used as a multiplier to the distance of the journey. Easy well maintained roads are x .5, flat terrain is x 1, going all the way up to x 5 for mountain passes and other "Daunting" terrain. 4. Speed. "The Loremaster now divides the distance measured in the previous steps by the travelling speed of the Company — rounding all fractions to the nearest whole number. The result is equal to the expected length of the journey in days. The table below shows the distance covered in miles by a Company in an average day of travel" 5. Fatigue Tests. In TOR you have a fatigue score to represent how worn out you are. In 5e, I might convert this using hit dice. You make a fatigue test every x number of days of travel, where x is a number determined by the season in which you're travelling. So you check more often for winter than for summer. There is also an optional Regional table that varies the DC of fatigue tests based on whether you're in normal wilderness, enemy territory, friendly lands, etc, or you can simply always use DC 14. [B]Hazards.[/B] Every fatigue test has a chance to generate a Hazard. If a PC fails their check and gets a "sauron's eye" rune on their d12 (I think it's the 1 if you're using normal dice), a Hazard occurs. I won't get into the details of hazards, but basically the LM rolls to see which Journey Role is the focus of the hazard, and the PC filling that role makes a skill check to overcome the hazard. If no one is filling that role, someone can spend Hope to make the check, otherwise it automatically fails. Hazards then essentially become challengs with consequences for failure, such as the Guide screwing up and if they fail the check to get back on track everyone sleeps rough due to poor camping conditions and travel is unrestful for that journey/leg. [B]Actions In A Journey[/B]. Each PC can usually make 2 skill checks during a travel day, one in the morning and one in the afternoon. And that's basically it. Print out the tables or get a TOR DM's screen (I think), and you've got an engaging but fairly simple set of rules for a journey. Also at the start of the journey you can make a check to determine preparedness for the journey. I'll just quote the book again for this bit. [/QUOTE]
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