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.