Tuesday, June 30, 2009

Terrain and Travel Time

The Judges Guild Maps have lots of terrain types. I've come up with a simple chart for how far the company will travel (on foot) depending upon the terrain:
  • On Roads --4 hexes/day on flat; 3 hexes/day most of the time; 2 hexes/day in bad terrain
  • Open -- 2 hexes/day
  • Steppes -- 2 hexes/day
  • Woods -- 1 hex/day
  • Hills -- 1 hex/day
  • Marsh -- 2 days/hex
  • Jungle -- 3 days/hex
  • Mountains -- 3 days/hex
  • Crossing a River -- 1 day
  • Crossing a Lake -- 2 days
In addition, there is usually a chance to go astray from the intended path. The general rule-of-thumb is that when following an obvious terrain feature (for example, a river) the party will not go astray.

However, in the absence of such a feature, when a "1" is rolled on the die, angle 60` to the left. When the highest number on the die is rolled, angle 60` to the right. Otherwise stay on intended path. The following die types are rolled (per hex) for different terrain types:
  • d10 -- Open
  • d8 -- Steppe
  • d6 -- Woods, Hills
  • d3 -- Marsh, Jungle
  • d6 Special -- Mountains
For Mountains, use the following chart
  1. veer 120` left
  2. veer 60` left
  3. go straight
  4. go straight
  5. veer 60` right
  6. veer 120` right
Finally, of course, events may cause longer delays . . . but this will give me a basic travel guide as to how fast the party moves.

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