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General Tabletop Discussion
*Pathfinder & Starfinder
Transporting over long distances?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5626908" data-attributes="member: 98255"><p>Yeah, the PHB promises rules for Forced Marching are to be found in the DMG, except that they aren't there.</p><p></p><p>Makes sense, because most of the time, yes, PCs travel at the speed of plot, however some groups like an increased amount of grit or pseudo-simulation in their game, as mine does. I came up with some fairly simple spot rules for forced marching.</p><p></p><p>Sometimes, after all, you'd like to give the PCs a choice between arriving in time to save the day but be weary, or arriving at full strength, but run the risk of being too late. This works better in a sandbox.</p><p></p><p>[sblock=Forced March houserules]The standard travelling day is a 10-hour march. Sometimes however, it’s important to push to the point of exhaustion to make it to your destination in a quicker fashion. This is a forced march. </p><p></p><p>After the first 10 hours of travel, the day’s journey begins to take a toll on the body of travellers and their mounts. Each hour after the 10th hour, forced marchers (and their mounts, if applicable) must roll a progressively harder Endurance check. The check begins with a DC of 10 for the 11th hour of travel, and increases by +2 each additional hour.</p><p> </p><p></p><p>Failing this check does not mean that character must stop, but it does cost the character a healing surge. Even with no remaining healing surges, characters can march on, but subsequent failures will each subtract a healing surge worth of hit points from their current total.</p><p> </p><p>Characters and mounts participating in a forced march will not gain the benefit of an extended rest until the they have rested the full duration of an extended rest, plus an additional hour for each failed Endurance check during the previous day’s march.</p><p> </p><p></p><p>Characters can march themselves into unconsciousness, and mounts can be ridden to death in this manner. If a character marches themselves to zero hit points or less, they fall unconscious from the forced marching. Characters exhausted in this manner can still be forced awake, but are slowed and dazed until they have rested fully.</p><p> </p><p></p><p>Mounts reduced to zero hit points in this manner are considered dying, and must make death saving throws. Further healing will restore the creature to 1 hit point, but they will not willingly move until fully rested.[/sblock]</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5626908, member: 98255"] Yeah, the PHB promises rules for Forced Marching are to be found in the DMG, except that they aren't there. Makes sense, because most of the time, yes, PCs travel at the speed of plot, however some groups like an increased amount of grit or pseudo-simulation in their game, as mine does. I came up with some fairly simple spot rules for forced marching. Sometimes, after all, you'd like to give the PCs a choice between arriving in time to save the day but be weary, or arriving at full strength, but run the risk of being too late. This works better in a sandbox. [sblock=Forced March houserules]The standard travelling day is a 10-hour march. Sometimes however, it’s important to push to the point of exhaustion to make it to your destination in a quicker fashion. This is a forced march. After the first 10 hours of travel, the day’s journey begins to take a toll on the body of travellers and their mounts. Each hour after the 10th hour, forced marchers (and their mounts, if applicable) must roll a progressively harder Endurance check. The check begins with a DC of 10 for the 11th hour of travel, and increases by +2 each additional hour. Failing this check does not mean that character must stop, but it does cost the character a healing surge. Even with no remaining healing surges, characters can march on, but subsequent failures will each subtract a healing surge worth of hit points from their current total. Characters and mounts participating in a forced march will not gain the benefit of an extended rest until the they have rested the full duration of an extended rest, plus an additional hour for each failed Endurance check during the previous day’s march. Characters can march themselves into unconsciousness, and mounts can be ridden to death in this manner. If a character marches themselves to zero hit points or less, they fall unconscious from the forced marching. Characters exhausted in this manner can still be forced awake, but are slowed and dazed until they have rested fully. Mounts reduced to zero hit points in this manner are considered dying, and must make death saving throws. Further healing will restore the creature to 1 hit point, but they will not willingly move until fully rested.[/sblock] [/QUOTE]
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Transporting over long distances?
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