Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Thoughts on Distance
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="karlindel" data-source="post: 5343578" data-attributes="member: 27103"><p>As has been mentioned, it depends on the terrain they will be travelling through, as well as the level of danger in the surrounding areas. It's more likely to be an odd shape than a radius, really (as there will be safe areas farther away if they are closure to roads). Also, it's not going to be a clear demarcation.</p><p></p><p>From a quick search online, orses can walk about 3-4 mph, trot 8-10 mph, canter/lop 10-17 mph, and gallop 30-40 mph (varies widely depending on hte horse). The Pony Express averaged 9 mph. That is without an Elf with the feat that increases traveling speed, or magical assistance of some kind (such as the ritual Traveler's Chant). </p><p></p><p>Farmland close to the city should be very safe, as most attackers are not going to pass up the outer settlements to get into the nearer ones, and that is going to make it easier to focus protection on the outer areas. Also, it sounds like the city might be large enough to keep an outpost or two (or at least a few watchtowers) just beyond the near farmlands to help keep the outlying farms safer. A few men on fast horses signalled by a watchtower who started in town could get to a farm 10 miles away from town in about an hour moving at a trot. If the men were stationed at an outpost 5 miles out of town, they can make it in less than half an hour.</p><p></p><p>I would say that within a mile or two of town should be almost completely safe, 3-5 miles should be low risk, 6-10 miles should be risky, and 10-15 miles should be borderlands territory where the guards will do what they can, but will often come by after the main attack is over (i.e. if the attackers were successful the guards will try to stop them from moving on to the closer farms or warn the city if they can't, if the attackers were unsuccessful the guards will try to track them down and finish them off to make sure they don't come back). Expand those numbers slightly if moving towards relatively civilized country, cut them down a bit when moving towards empty or monster-infested areas. Also diminish them as you go farther from the road (i.e. a mile into the woods is equivalent to 2-4 miles of road, because it drastically reduces speed).</p></blockquote><p></p>
[QUOTE="karlindel, post: 5343578, member: 27103"] As has been mentioned, it depends on the terrain they will be travelling through, as well as the level of danger in the surrounding areas. It's more likely to be an odd shape than a radius, really (as there will be safe areas farther away if they are closure to roads). Also, it's not going to be a clear demarcation. From a quick search online, orses can walk about 3-4 mph, trot 8-10 mph, canter/lop 10-17 mph, and gallop 30-40 mph (varies widely depending on hte horse). The Pony Express averaged 9 mph. That is without an Elf with the feat that increases traveling speed, or magical assistance of some kind (such as the ritual Traveler's Chant). Farmland close to the city should be very safe, as most attackers are not going to pass up the outer settlements to get into the nearer ones, and that is going to make it easier to focus protection on the outer areas. Also, it sounds like the city might be large enough to keep an outpost or two (or at least a few watchtowers) just beyond the near farmlands to help keep the outlying farms safer. A few men on fast horses signalled by a watchtower who started in town could get to a farm 10 miles away from town in about an hour moving at a trot. If the men were stationed at an outpost 5 miles out of town, they can make it in less than half an hour. I would say that within a mile or two of town should be almost completely safe, 3-5 miles should be low risk, 6-10 miles should be risky, and 10-15 miles should be borderlands territory where the guards will do what they can, but will often come by after the main attack is over (i.e. if the attackers were successful the guards will try to stop them from moving on to the closer farms or warn the city if they can't, if the attackers were unsuccessful the guards will try to track them down and finish them off to make sure they don't come back). Expand those numbers slightly if moving towards relatively civilized country, cut them down a bit when moving towards empty or monster-infested areas. Also diminish them as you go farther from the road (i.e. a mile into the woods is equivalent to 2-4 miles of road, because it drastically reduces speed). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Thoughts on Distance
Top