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Time or distance?
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<blockquote data-quote="Hand of Evil" data-source="post: 1931427" data-attributes="member: 371"><p>I have done both, mapping software making it easy for distance. </p><p></p><p>When I have used time, I hex grid and color code my maps, as based on the terrian types in the DMG, roads as the listed but also keep people from getting lost.</p><p></p><p>From the SRD:</p><p>OVERLAND MOVEMENT</p><p></p><p>Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.</p><p></p><p>Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).</p><p></p><p>Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.</p><p></p><p>A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.</p><p></p><p>Terrain: The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.</p><p></p><p>Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.</p><p></p><p>A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.</p><p></p><p>Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.</p><p></p><p>See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.</p><p></p><p>Waterborne Movement: See Table: Mounts and Vehicles for speeds for water vehicles.</p><p></p><p>Table: Movement and Distance</p><p></p><p> ——————— Speed ——–————</p><p>One Hour (Overland) </p><p>Walk 1-1/2 miles 2 miles 3 miles 4 miles</p><p>Hustle 3 miles 4 miles 6 miles 8 miles</p><p>Run — — — —</p><p>One Day (Overland) </p><p>Walk 12 miles 16 miles 24 miles 32 miles</p><p>Hustle — — — —</p><p>Run — — — —</p><p></p><p>Table: Hampered Movement</p><p></p><p>Condition Additional Movement Cost</p><p>Difficult terrain x2</p><p>Obstacle1 x2</p><p>Poor visibility x2</p><p>Impassable —</p><p>1 May require a skill check</p><p></p><p>Table: Terrain and Overland Movement</p><p>Terrain Highway Road or Trail Trackless</p><p>Desert, sandy x1 x1/2 x1/2</p><p>Forest x1 x1 x1/2</p><p>Hills x1 x3/4 x1/2</p><p>Jungle x1 x3/4 x1/4</p><p>Moor x1 x1 x3/4</p><p>Mountains x3/4 x3/4 x1/2</p><p>Plains x1 x1 x3/4</p><p>Swamp x1 x3/4 x1/2</p><p>Tundra, frozen x1 x3/4 x3/4</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 1931427, member: 371"] I have done both, mapping software making it easy for distance. When I have used time, I hex grid and color code my maps, as based on the terrian types in the DMG, roads as the listed but also keep people from getting lost. From the SRD: OVERLAND MOVEMENT Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours. Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below). Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue. Terrain: The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths. Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating. A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard. Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches. See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals. Waterborne Movement: See Table: Mounts and Vehicles for speeds for water vehicles. Table: Movement and Distance ——————— Speed ——–———— One Hour (Overland) Walk 1-1/2 miles 2 miles 3 miles 4 miles Hustle 3 miles 4 miles 6 miles 8 miles Run — — — — One Day (Overland) Walk 12 miles 16 miles 24 miles 32 miles Hustle — — — — Run — — — — Table: Hampered Movement Condition Additional Movement Cost Difficult terrain x2 Obstacle1 x2 Poor visibility x2 Impassable — 1 May require a skill check Table: Terrain and Overland Movement Terrain Highway Road or Trail Trackless Desert, sandy x1 x1/2 x1/2 Forest x1 x1 x1/2 Hills x1 x3/4 x1/2 Jungle x1 x3/4 x1/4 Moor x1 x1 x3/4 Mountains x3/4 x3/4 x1/2 Plains x1 x1 x3/4 Swamp x1 x3/4 x1/2 Tundra, frozen x1 x3/4 x3/4 [/QUOTE]
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