Overland Travel

Overland Travel
While moving at the different movement scales, creatures generally walk, hustle, or run.

  • Walk: A walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human).
  • Hustle: A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.
  • Run:
    • Run (x3) – Moving three times speed is a running pace for a character in heavy armor (about 7 miles per hour for a human in full plate).
    • Run (x4) – Moving four times speed is a running pace for a character in light, medium, or no armor ( about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail) See Table: Movement and Distance for details.

Tactical Movement
Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

Table: Movement and Distance




One Round (Tactical)

Speed 15 feet 20 feet 30 feet 40 feet +10 feet
Walk 30 feet 40 feet 60 feet 80 feet +20 feet
Hustle 45 feet 60 feet 90 feet 120 feet +30 feet
Run (x3) 45 feet 60 feet 90 feet 120 feet +30 feet
Run (x4) 60 feet 80 feet 120 feet 160 feet +40 feet

Local Movement
Characters exploring an area use local movement, measured in feet per minute.
Walk: A character can walk without a problem on the local scale.
Hustle: A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour.
Run: A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Combat for rules covering extended periods of running.


One Minute (Local)

Speed 15 feet 20 feet 30 feet 40 feet +10 feet
Walk 300 feet 400 feet 600 feet 800 feet +200 feet
Hustle 450 feet 600 feet 900 feet 1200 feet +300 feet
Run (x3) 450 feet 600 feet 900 feet 1200 feet +300 feet
Run (x4) 600 feet 800 feet 1200 feet 1600 feet +400 feet

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 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 1d4 points of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling (1d4 to 2d4, etc). A character who takes any nonlethal damage from hustling becomes fatigued. A character who takes an amount of nonlethal damage from hustling equal to half of his maximum hit points is exhausted instead of fatigued, and requires at least 8 hours of sleep to recover from.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. A character that is fatigued from hustling must spend at least 4 hours resting to recover from his fatigue.
Run: A character can’t run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.
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. A character that is fatigued from a forced march must spend at least 4 hours resting to recover from his 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 the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.


One Hour (Overland)

Speed 15 feet 20 feet 30 feet 40 feet +10 feet
Walk 3 miles 4 miles 6 miles 8 miles +2 miles
Hustle 4.5 miles 6 miles 9 miles 12 miles +3 miles
Run

One Day (Overland)

Speed 15 feet 20 feet 30 feet 40 feet +10 feet
Walk 36 miles 48 miles 72 miles 96 miles +16 miles
Hustle
Run

Table: Hampered Movement




Hampered Movement

Condition Hampered Movement Cost
Difficult Terrain (step 1) x2
Difficult Terrain (step 2) x3
Obstacle^ x2
Poor Visibility x2

^ May require a skill check

Table: Terrain and Overland Movement
Terrain: The terrain through which a character travels affects the distance he 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.


Terrain and Overland Movement

Terrain Highway Road/Trail Trackless
Desert (step 1) x1 x0.75 x0.5
Desert (step 2) x1 x0.5 x0.25
Forest x1 x1 x0.5
Hills x1 x0.75 x0.5
Jungle x1 x0.5 x0.25
Mountains x0.75 x0.5 x0.25
Plains x1 x1 x0.75
Swamp x1 x0.75 x0.25
Tundra x1 x0.75 x0.5

Overland Travel

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