Zasad eksploracji


Cześć!

Umieszczam tu zasady dla wygody:

Time to cross 1 hex
Trackless
Party speed
Plains
All other terrains
15 feet
11 hours
16 hours
20 feet
8 hours
12 hours
30 feet
5 hours
8 hours
40 feet
4 hours
6 hours
50 feet
3 hours
5 hours
Roads
Party speed
Plains or Forest
Hills or Swamp
15 feet
8 hours
11 hours
20 feet
6 hours
8 hours
30 feet
4 hours
5 hours
40 feet
3 hours
4 hours
50 feet
2 hours
3 hours

Exploring (zakładam, że nie eksplorujecie heksów z drogami, bo by zbudować drogi, trzeba najpierw eksplorować dany heks i potem dołączyć go do swojego królestwa)
Party speed
Plains
Forest or Hill
Mountain or swamp
15 feet
3 days
4 days
5 days
20 feet
2 days
3 days
4 days
30feet
1 day
2 days
3 days
40 feet
1 day
1 day
2 days
50 feet
1 day
1 day
1 day




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 the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

I jeszcze:

Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Terrain for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

Trudne tereny "domyślne" są już wliczone w góry, bagna itd. Jednakże, gdy jest ciemno (co najmniej dim light), gdy pada deszcz lub śnieg, dystans możliwej do przebycia trasy spada za każdym razem dwukrotnie.