Alternative Systems for AD & DTM

The Environment

Fatigue

Notes: Occasionally (mostly when pursuit is a factor), it will become necessary to find out just how far and how fast creatures can travel over whatever terrain is around. Here are my ideas in that direction:

Firstly, determine the Fatigue Cost for each hour's travelling. The table below gives Base Fatigue Cost, with modifiers for circumstance. Creatures' Fatigue pool is equal to their Con; once that is used up, further Fatigue incurred is lost directly from Con itself, and proportionately from HP (so that when Con drops to half, HP can also be no higher than 50%). Endurance Non-Weapon Proficiency doubles Fatigue pool, and certain pack animals and other hardy beasts should be assumed to have high Con or the equivalent of Endurance.

Lost Con and HP, then lost Fatigue, return at 10% per hour of rest, or a Cure Light Wounds can be used to restore all lost Fatigue and other effects - see also Healing.

Terrain:Base Fatigue Cost:
Road1 / hr
Trail1.25 / hr
Other1.5 / hr
Situation:Modifier:
Swamp+1.5
Forest+1
Rough+0.5
Mountains+1^
Cold Weather+0.5+
Cold Weather and snow+2+
Hot Weather+1
Jogging+4**
Running+8**
Light ENC+0.5
Medium ENC+1
Heavy ENC+2
Severe ENC+4*

* Horses and ponies cannot run ^Impassable to horses and ponies without at least a trail + Ulek ponies and wolves ignore modifier ** Successful Running (Long-Distance) NW Prof gives -3

Long-Distance Travel

In conjunction with the above, here are some estimates for movement speed over long distances. Note that, given the above, few creatures will be able to keep up speedy movement for long periods. In all cases, a successful Area Knowledge Non-Weapon Proficiency check adds 25% to movement speed.

MPH over long distance*

Creature TypeWalkJogRun
Small Bipedal348
Bipedal61216
Large Bipedal61216
Bird20--
Draft Animal4815
Horse, Riding41220
Horse, War4812
Cart or Wagon4812
Wolf or dog61016

* Creatures who are Heavily encumbered can't Run; creatures who are Severely encumbered can't Jog or Run.

Waterborne Travel

Notes: Some of what follows is quite specific to Pangea, but it should be readily applicable to any campaign where travel on the water is possible.

There are three modes of movement - Sail, Sail and Row, and Emergency. The Emergency rate can only be sustained for 10 rounds at most; it represents frantic rowing with all sails unfurled, if applicable.

A NWProf modifier applies to surviving storms and gales (see Weather, below). Roll a Boating / Seamanship NWP check, with the modifier as given below, or the vessel flounders and begins to sink. 'n/a' indicates no check is necessary; the vessel will be fine.

Speed in MPH

MPHNWProf Modifier:
Craft:SailSail+RowEmergencyStormGale
Canoe5-10+1-6
Raft468-4-10
Barge468-2-8
Rowboat5812+2-4
Caravel5-8n/a-3
Coaster3-10+2-4
Cog3-10n/a-4
Drakkar51216n/a-2
Great Galley31520n/a-2
Knarr61015+3-1

Weather

Notes: Again, the following table is designed for Pangea, but should serve as a template for your own world. Pangea is of relatively temperate / northern climate, and modifiers should be applied to the roll dependant on local conditions.

Weather should be checked every 8 hours or so, and the roll biased by ±20% towards the last result, so the weather shows some consistency. Roll once for weather type, and once for wind.

If the Weather type is foggy or misty, assume Wind is Calm. If Windy or stronger, clouds will clear in 1-2 hours.

Summer

d100Condition
01-02Dense fog, cool
03-05Mist, cool
06-10Steady drizzle, cool
11-15Patchy rain, cool
16-20Steady rain, cool
21-30Heavy showers
31-35Thunderstorm
36-45Cloudy, cool
46-55Cloudy, warm
56-65Clear, cool
66-75Clear, warm
76+Clear, hot

Spring and Autumn

d100Condition
01-05Dense fog, cool
06-10Mist, cool
11-15Heavy rain, cool
16-20Light rain, cool
21-35Drizzle, cool
36-55Overcast, cool
56-65Cloudy, cool
66-75Cloudy, warm
76-85Clear, cool
86+Clear, warm

Winter

d100Condition
01-07Heavy snow, cold
08-15Steady snow, cold
16-20Patchy snow, cold
21-25Sleet, cold
26-50Steady rain, cold
51-70Cloudy, cold
71-90Clear, cold
91+Sunny, thaw

Wind

d100Condition
01-19Calm
20-59Breezy
60-89Windy^*
90-96Storm^**
97+Gale^***

^If on board a boat or ship, NWP check needed - see above.

*Sail at +5 mph

**Sail at +10 mph

***Sail at +20 mph.