I have placed a grid of:
20-22(vertical) x 27(horizontal)
on some of the FR0 maps.
Generally, this means 30 miles per square.
3 cm = 90 miles
1.25 inches = 90 miles + 36 miles
this shortens overland journeys a bit, which isn't that
much of a bad thing
Note that FR0 has a hex system, but it is not used, as
everything is done with squares in Dungeon Craft.
|
|
|
|
|
A system for Movement on the FR Overland Maps, easy as 1-2-3?
This is as close to the DMG as I could get : should be easier.
Does anyone have a better idea, that is as close to the DMG as they
can get?
When you enter a square:
1. Increment time
2. Encounters (DMG.47)
3. Bearings (Becoming Lost : DMG.49)
(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)
Compiled Table of Order of Events for 1 Overland Square
Mountains = VR (2 checks) (5, 120°) | Clear = N (3 checks) (1, 60°) |
Foot Hills = R (3 checks) (2, 60°) | Swamp = VR (6 checks) (6, any) |
Rolling Hills = N (3 checks) (2, 60°) | Sea = Sea (DMG.190) (1, 60° or no chance near coast) |
Volcano = VR (2 checks) (5, 120°) | Lake = Lake (DMG.190) (1, 60° or no chance near coast) |
Barren = R (3 check) (5, 60°) | River = River (DMG.190) (no chance) |
Desert = N (3 checks) (5, 60°) | Cliffs = VR (2 checks) (5, 120°) |
Forest = R (6 checks) (7, any) | Snow = R (3 checks) (5, 60°) |
Jungle = VR (6 checks) (7, any) | Glacier = VR (2 checks) (5, 120°) |
Plains/Grassland = N (3 checks) (1, 60°) | Cities & Major Roads = N (as terrain) (no chance) |
Reminder: it's always the
same for each square.
Increment Time (roll for encounters) (bearings, ie. chance
of getting lost, on a d10)
example:
Plains/Grassland = N (3) (1, 60°)
Plains/Grassland = Normal Terrain (3 encounter checks,
divide incrementation by 3 to determine time) (1 in 10 of getting lost,
check the 60° table)
so, therefore, every square has a Terrain Type and a Population density
thus, the possible combinations are :
N-D, N-P, N-W
R-D, R-P, R-W
VR-D, VR-P, VR-W
2. Encounters
Encounter Chances
relatively Dense = 1 in
20 (e.g. all the squares surrounding a city)
moderate to sparse / Patrolled
= 1 in 12 (e.g. any non-city surrounding squares in a 'country', such as
Cormyr or the Dalelands)
uninhabited / Wilderness
= 1 in 10 (e.g. any other place, from the Jungles of Chult to Anauroch
to the Great Glacier, etc.)
* current square
60 (roll d8 3 times : those are the squares you cannot move into)
6 | 7 | 8 |
5 | * | 1 |
4 | 3 | 2 |
120 (roll d8 3 times : those are the squares you can move into)
6 | 7 | 8 |
5 | * | 1 |
4 | 3 | 2 |
6 | 7 | 8 |
5 | * | 1 |
4 | 3 | 2 |
The following is expanded from DMG.58 : it shows the time incrementation for the different terrain types.
2 = +48 hrs
5 = +44 hrs
10 = +40 hrs
15 = +36 hrs
20 = +32 hrs
25 = +30 hrs
30 = +24 hrs
30 = +24 hrs
35 = +22 hrs
40 = +20 hrs
50 = +16 hrs
60 = +12 hrs
70 = +8 hrs
80 = +4 hrs
MOVEMENT AFOOT IN MILES/DAY = Time Incrementation per
Square
(1. Increment Time, THEN
when 2. Encounters & 3.
Bearings done, the party can move to next square)
Terrain Is
Burden | Normal | Rugged | Very Rugged |
light = 12 or more | 30 = +24 hrs | 20 = +32 hrs | 10 = +40 hrs |
average = 9 | 20 = +32 hrs | 10 = +40 hrs | 5 = +44 hrs |
heavy = 6 or less | 10 = +40 hrs | 5 = +44 hrs | 2 = +48 hrs |
MOVEMENT MOUNTED IN MILES/DAY
(1. Increment Time, THEN
when 2. Encounters & 3.
Bearings done, the party can move to next square)
Terrain Is
Mount | Normal | Rugged | Very Rugged |
light | 60 = +12 hrs | 25 = +30 hrs | 5 = +44 hrs |
medium | 40 = +20 hrs | 20 = +32 hrs | 5 = +44 hrs |
heavy | 30 = +24 hrs | 15 = +36 hrs | 5 = +44 hrs |
draft | 30 = +24 hrs | 15 = +36 hrs | 5 = +44 hrs |
cart * | 25 = +30 hrs | 15 = +36 hrs | - |
wagon * | 25 = +30 hrs | 10 = +40 hrs | - |
* Road, track or open terrain only.
Light burden assumes an average man travelling
with no more than 25
pounds of additional weight in food, weapons, and other
equipment.
Move = 12
Average burden assumes an average man travelling
with from 26 to 60
pounds of gear of all sorts.
Move = 9
Heavy burden assumes an average man with more than
60 pounds of gear but less than 90 pounds.
Move = 6 or less
Adjust all weight assumptions by strength and race factors.
Normal terrain assumes basically open ground, scrub,
typical desert, light forest, low hills, small watercourses, etc.
With respect to vehicular movement it assumes roadways
through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forests,
steep hills, large water courses, etc.
With respect to vehicular movement it assumes either
roadways through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.
Table for Determining Encounter Times (Numbers are 'rounded' off for tabletop play) (Simple division can be used for a compter)
/ 2 (2 checks) | / 3 (3 checks) | / 6 (6 checks) | |
2 = +48 hrs | 24, 48 | 16, 32, 48 | 8, 16, 24, 36, 42, 48 |
5 = +44 hrs | 22, 44 | 15, 30, 44 | 8, 16, 24, 36, 42, 44 |
10 = +40 hrs | 20, 40 | 13, 26, 40 | 7, 14, 21, 28, 35, 40 |
15 = +36 hrs | 18, 36 | 12, 24, 36 | 6, 12, 18, 24, 30, 36 |
20 = +32 hrs | 16, 32 | 11, 22, 32 | 6, 12, 18, 24, 30, 32 |
25 = +30 hrs | 15, 30 | 10, 20, 30 | 5, 10, 15, 20, 25, 30 |
30 = +24 hrs | 12, 24 | 8, 16, 24 | 4, 8, 12, 16, 20, 24 |
30 = +24 hrs | 12, 24 | 8, 16, 24 | 4, 8, 12, 16, 20, 24 |
35 = +22 hrs | 11, 22 | 7, 14, 22 | 4, 8, 12, 16, 20, 22 |
40 = +20 hrs | 10, 20 | 7, 14, 20 | 4, 8, 12, 16, 18, 20 |
50 = +16 hrs | 8, 16 | 5, 10, 16 | 3, 6, 9, 12, 15, 16 |
60 = +12 hrs | 6, 12 | 4, 8, 12 | 2, 4, 6, 8, 10, 12 |
70 = +8 hrs | 4, 8 | 3, 6, 8 | 1, 2, 3, 4, 5, 6, 8 |
80 = +4 hrs | 2, 4 | 1, 3, 4 | 0.30, 1, 1.30, 2, 2.30, 4 |
References : DMG.47, DMG.49, DMG.58, DMG.173
Note: You must determine for yourself which terrain
areas are impassable to mounted movement or any normal travel.
Generally large swamps and high mountains
fall into this category.
MOVEMENT AFLOAT, OARED OR SCULLED IN MILES/DAY
(1. Increment Time, THEN
when 2. Encounters & 3.
Bearings done, the party can move to next square)
Vessel Types | Lake | Marsh | River* | Sea | Stream |
raft | 15 = +36 hrs | 5 = +44 hrs | 15 = +36 hrs | - | 10 = +40 hrs |
boat, small | 30 = +24 hrs | 15 = +36 hrs | 35 = +22 hrs | - | 25 = +30 hrs |
barge | 20 = +32 hrs | 5 = +44 hrs | 20 = +32 hrs | - | - |
galley, small | 40 = +16 hrs | 5 = +44 hrs | 40 = +20 hrs | 30 = +24 hrs | - |
galley, large | 30 = +24 hrs | - | 30 = +24 hrs | 30 = +24 hrs | - |
merchant, small | 10 = +40 hrs | - | 15 = +36 hrs | 20 = +32 hrs | - |
merchant, large | 10 = +40 hrs | - | 10 = +40 hrs | 15 = +36 hrs | - |
warship | 10 = +40 hrs | - | 10 = +40 hrs | 20 = +32 hrs | - |
MOVEMENT AFLOAT, SAILED IN MILES/DAY
(1. Increment Time, THEN
when 2. Encounters & 3.
Bearings done, the party can move to next square)
Vessel Types | Lake | Marsh | River* | Sea | Stream |
raft | 30 = +24 hrs | 10 = +40 hrs | 30 = +24 hrs | - | 15 = +36 hrs |
boat, small | 80 = +4 hrs | 20 = +32 hrs | 60 = +12 hrs | - | 40 = +20 hrs |
barge | 50 = +16 hrs | 10 = +40 hrs | 40 = +20 hrs | - | - |
galley, small | 70-80 = +4 hrs | - | 60 = +12 hrs | 50 = +16 hrs | - |
galley, large | 50-60 = +12 hrs | - | 50 = +16 hrs | 50 = +16 hrs | - |
merchant, small | 50-60 = +12 hrs | - | 50 = +16 hrs | 50 = +16 hrs | - |
merchant, large | 25-35 = +24 hrs | - | 35 = +22 hrs | 35 = +22 hrs | - |
warship | 40-50 = +16 hrs | - | 40 = +20 hrs | 50 = +16 hrs | - |
30 = +24 hrs
35 = +22 hrs
40 = +20 hrs
50 = +16 hrs
60 = +12 hrs
70 = +8 hrs
80 = +4 hrs
* See below for effects of current on movement.
Lake assumes a large body of water, at least two
to three miles broad and
several times as long, minimum.
Marsh assumes a shallow body of water overgrown
with aquatic vegetation
but with considerable open channels; this does not include
a bog but
does include swamps.
River assumes a body of water at least three times
as wide as the vessel
afloat upon it is long (that is, the smallest river is
at least 40' wide) and
navigable to the vessel considered, usually because of
familiarity and/or piloting.
For current effect, subtract its speed times eight (C
X 8) from movement when moving upriver,
adding this same factor to movement for downriver traffic
unless navigational hazards disallow --
in which case adjust to a multiplier of two or four times
current accordingly.
Sea (and ocean) movement assumes generally favorable
conditions.
It is not possible to herein chart ocean currents, prevailing
winds, calms, or storms, for these factors are peculiar to each milieu.
Currents will move vessels along their route at their speed.
Prevailing winds will add or subtract from movement somewhat
(10% to 30%) depending on direction of travel as compared to winds. Calms
will slow sailed movement to virtually nil.
Storms will have a likelihood of destroying vessels according
to the strength of the storm and the type and size of the vessel.
To simulate these effects during long voyages,
reduce the movement rates shown by a variable of 5% to
20% (d4, 1 = 5%, 2 = 10%. etc.).
Stream assumes a body of water under 40' width. The effects of currents are the same as for river movement.
For description of vessel types, see WATERBORNE
ADVENTURES.
*template***template*