Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. Show all posts

25 October 2012

Expected Outcomes: Wilderness Travel Distances

Roll a 2d6 for an expected outcome check. On an expected outcome result, you travel the amount given in the chart at the end of the post on Overland Movement.

On a worse than expected outcome, you're delayed by a mishap and lose time.

On a better than expected outcome, you hit a good stride, or find a game trail or something that makes your travel easier, and you make your day's travel distance early, letting you make a few extra miles, or give you extra time for study and finding a good campsite.

Worse outcomes:

  1. Poison ivy, etc. - lose 10%
  2. Lost - lose 25% of day
  3. Lost - lose 50% of day
  4. Horse throws shoe, depends on group's skills, or push on without it (slight chance of horse getting lamed - maybe 5%)
  5. Horse lame / Sprained ankle - lose horse
  6. Horse spooked - if pack animal, lose 10% of day tracking it down
  7. Thrown - someone thrown and hurt
  8. Kicked - someone kicked by horse and hurt

Better outcomes:

  1. Good momentum or favourable game trail - 20% extra or 20% early (more time to look for a campsite)

11 October 2012

DM Tool: Random Man-Made Terrain Features

To be used in conjunction with the Random Terrain Features tables.

Plains (7+)
  1. Manor
  2. Manor
  3. Manor
  4. Mill
  5. Cottage
  6. Abbey
  7. Tower
  8. Castle
  9. Ruins (roll again, this table)
  10. Standing Stones 
Moor (10)
  1. Ruins (Manor House)
  2. Ruins (Manor House)
  3. Ruins (Hermitage)
  4. Ruins (Tower)
  5. Ruins (Abbey)
  6. Cottage
  7. Hermitage
  8. Tower
  9. Remains
  10. Standing Stones
Forest (8+)
  1. Manor House
  2. Logging Camp
  3. Lumber Mill
  4. Cottage
  5. Hermitage
  6. Tower
  7. Ruins
  8. Ruins
  9. Remains
  10. Standing Stones
Hills (8+)
  1. Manor
  2. Shepherd's Hut
  3. Shepherd's Hut
  4. Mine
  5. Hermitage
  6. Tower
  7. Castle
  8. Ruins
  9. Barrow
  10. Standing Stones
Mountain (10)
  1. Mine
  2. Mine
  3. Abbey
  4. Cottage
  5. Hermitage
  6. Tower
  7. Tower
  8. Castle
  9. Ruins
  10. Ruins
Desert (10)
  1. Hamlet
  2. Hamlet
  3. Herder's Hut
  4. Hermitage
  5. Temple
  6. Temple
  7. Tower
  8. Castle
  9. Burial Grounds
  10. Pyramid
Jungle (10)
  1. Logging Camp
  2. Temple
  3. Tower
  4. Pyramid
  5. Ruin
  6. Ruin
  7. Ruin
  8. Ruin
  9. Ruin
  10. Standing Stones

7 October 2012

Overland Movement: Naismith's Rule, FM 21-18, etc.

I mentioned Naismith's Rule in my last post, as it's relevant to overland movement. If you don't know about the Naismith Rule, it's a rule of thumb to guesstimate the minimum time for a given hike. The rule is:

(overland distance in miles + 8 x ascent height in miles)÷3 miles/hour = time in hours

Now, this is for a fit, unencumbered adult in ideal conditions (good terrain, daytime), and it doesn't take into account bathroom breaks, lunch, etc. If you're loaded down, walking through sand, traveling at night, or a halfling, it's going to take longer. But this is a good starting point. You can also plug in different values for the assumed walking speed (which is 3mph by default) to adjust for movement rate differences in your system.

6-8 hours of actual travel in a day is about what is sustainable (according to the US Army).

Dissenting Opinion - combatreform.com

At the same time, I've come across this chart, at Combat Reform. It has much, much higher speeds.

Solder's Load Realistic March Speed Attainable
_________________________________________
0-30 pounds............................5-7 mph
30-40 pounds...........................4 mph
40-50 pounds...........................3 mph
50-70 pounds...........................2 mph
70+....................................1 mph or less (barely move)


Now, if I'm interpreting this correctly, this is not intended to be march speeds for sustained marching. This would be for an approach march from an airborne drop into a combat zone. Even taking into account the fact that soldiers are among the strongest, fittest people around, I don't think this is realistic over long distances. My opinion is backed up by the US Army's documents on foot marches.

US Army Field Manual 21-18, Foot Marches

The US Army's official chart for cross-country foot marching agrees that this is much too fast (from FM 21-18):
 The US Army figures about 2mph average for an unencumbered soldier cross-country in good terrain. Assuming an equivalence with Naismith's Rule, we can see that the US Army allows for about 220 yards of ascent in an average cross-country march hour, or for loading of the soldier, or some combination.

Looking at encumbrance, from 0-40 there's essentially no drop in speed, but then things start slowing down. By 80, you've taken a 25% hit, and by 120, you're at half speed.


This is then backed up by their exhaustion chart (I'm pretty sure MPH is a typo, and should read KPH, as they don't use miles anywhere else in the document). You can see that they figure 9 hours to exaustion at the stated speeds. The manual states the typical travel day is 6-8 hours, which is what you'd expect if you want your soldiers to arrive ready to fight. 6 hours is 8 hours on the trail with a good amount of time for breaks.

They also talk about forced marches in FM 21-18. They say that moving faster isn't really practical, but that you can move further in a day by just marching longer. Roughly speaking, the guidelines for forced marches say that you can do about 50% more miles per day for about three days. This will tucker you out, though.

Conclusions

I think I'd follow from the US Army considerations, but simplify things a little into a few categories. If you're exceptionally fit, move up one category. If you're not very fit, move down one. (i.e. if you have a Constitution bonus or penalty.)

To simplify terrain considerations, for bad terrain (hills, forest), move down one category. For exceptionally bad terrain (sand dunes, mountains, thickets), move down two categories. If you're on a road, move up one category (but not past 3mph, unless you're exceptionally fit).

Drop one category for night movement.

Forced marches give you one Fatigue per day plus one for each weight category (0-40, 40-80, 80-120), plus one if you have low Strength or Constitution.

Speed Weight Daily Move
4mph Very Fit 24-32 miles
3mph ~0lbs 18-24 miles
2mph 0-40lbs 12-16 miles
1.5mph 40-80lbs 9-12 miles
1mph 80-120lbs 6-8 miles
.5mph Unfit/Bad Terrain 3-4 miles
.25mph Unfit/Bad Terrain 1.5-2 miles


6 October 2012

DM Tool: Random Terrain Features

In working on some hex-crawling stuff, I realized I needed some tables for minor features on travels through hexes. These would also work well for a West Marches-style hexless wilderness crawl (perhaps especially for that!).

The idea is that with a good network of landmarks, the players can travel in a more believable manner than, "Let's head North into that Forest hex". This way, the players can say, "Let's head past that rocky outcropping and into the forest, then make for that copse of evergreens we found." I think that's got a bit better feel!

How to Use

Roll d10 three times a day (or to taste) and compare the result to the number in parentheses next to the terrain type.

Roll another d10 to see what kind of feature you find.



Explanations of Some Terms
  • Swamp: wetland characterized by trees.
  • Marsh: wetland characterized by grasses.
  • Moor: Covered in peat bog, rolling hills, wet, foggy (e.g. central Wales, Dartmoor). Peat harvesting can be lucrative. Organic matter in the peat suffers only minimal decomposition.
  • Quaking Bog: A layer of peat, sometimes a metre or two thick, floating on top of water. Possible to fall through a weak spot, which would likely be deadly. Can be detected by feeling the ground "quake" a little.
  • Wadi: depression in the ground, possibly a dry streambed or lake. Can be dangerous during rain, as flash floods are possible.
Plains (6+)
  1. Rocky Outcropping
  2. Copse
  3. Copse
  4. Stream 
  5. Spring
  6. Hill
  7. Hill
  8. Wetland
  9. Wildflower Meadow
  10. Wildflower Meadow
Moor (8+)
  1. Rocky Outcropping
  2. Rocky Outcropping
  3. Copse
  4. Copse
  5. Stream 
  6. Spring
  7. Dominant Hill
  8. Quaking Bog
  9. Pond, or Small Tarn/Loch/Lake
  10. Grandfather Tree
Forest (6+)
  1. Rocky Outcropping
  2. Copse (Different Tree Type)
  3. Thicket
  4. Thicket
  5. Stream
  6. Spring
  7. Grandfather Tree
  8. Clearing
  9. Clearing
  10. Wetland
Hills (6+)
  1. Rocky Outcropping
  2. Rocky Outcropping
  3. Copse
  4. Copse
  5. Thicket
  6. Stream
  7. Spring
  8. Grandfather Tree
  9. Cliff
  10. Cave
Mountain (8+)
  1. Rocky Outcropping
  2. Rocky Outcropping
  3. Broken Ground (poor footing, treacherous)
  4. Broken Ground
  5. Permanent Snow Deposit (mini-glacier in a crevice)
  6. Stream
  7. Waterfall
  8. Cliff
  9. Cave
  10. Crevasse
Desert (8+) 
  1. Rocky Outcropping
  2. Rocky Outcropping
  3. Rocky Outcropping
  4. Salt Pan 
  5. Oasis
  6. Hill
  7. Hill
  8. Wadi
  9. Wadi
  10. Wadi
Jungle (8+)
  1. Rocky Outcropping
  2. Hill
  3. Swamp
  4. Swamp
  5. Marsh 
  6. Marsh
  7. Stream
  8. Spring 
  9. Grandfather Tree
  10. Clearing
Edited, 2012-10-07: I've edited this chart a little to clean it up and conform it to another chart I'm working on in this series, one on man-made landmarks.