D&D Campaign Rules: Wilderness Travel
Continuing from yesterday’s post on Desert and Heat in a D&D campaign, here are the rules for traveling in the wilderness.
Again, I found the d20 system had some excellent suggestions but found it just too much for me to manage as is. I also find that when you’re looking at rules that include traveling across desert, forest, arctic, water and by every means of travel imaginable it’s quite inclusive… but not very evocative of a particular location. By condensing it down to just the rules that are relevant to this campaign, they help create a sense of place.
By only listing the types of terrain that will commonly be found in the campaign, and sharing these rules with the players there’s already a feeling for the world.
The campaign map is 5 miles per hex.
Daily Travel (8 hours)
Regular Clothing or Light Armour 5 hexes Medium or Heavy Armour 3 hexes Horse & Rider 7 hexes Mule 5 hexes Cart 3 hexes Additional Forced Marching (per Hex)
Regular Clothing or Light Armour 2 hours Medium or Heavy Armour 3 hours Horse & Rider 1/2 hour Make a CON check (d4/6/8 vs 4) each hour of Forced Marching or take d4 Fatigue points. Reduce the CON dice (d4/6/8) by one step per hour to a minimum of d4. Horses do not make CON checks and take damage against their hit points instead.
Hurried Movement (per Hex)
Regular Clothing or Light Armour 1 hour Medium or Heavy Armour 2 hours Horse & Rider 1/3 hour Make a CON check (d4/6/8 vs 4) each hour or take d6 Fatigue points. Reduce the CON dice (d4/6/8) by one step per hour to a minimum of d4. Horses do not make CON checks and take damage against their hit points instead.
Difficult Terrain
Some types of terrain is more difficult to traverse than others. When moving through a hex it may count as multiple hexes for determining travel speeds.
Plains, Light Scrub and Cactus 1 hex Heavy Cactus, Hills, Petrified Forest, Desert 2 hexes Badlands, Mountains 3 hexes
Note: See yesterday’s post for details on Fatigue Points, Heat, Unconciousness and CON Checks.
I’ve seen a few other bloggers write about how to encourage a more swashbuckling campaign where characters choose to wear less armour. While this wasn’t my goal from the beginning I think the effects of wearing heavy armour in the hot sun, plus the slower movement rates (and further exposure to the sun!) caused by their armour will factor into what gear players choose to equip themselves with.





Too bad it didn’t stop more Conquistadores…
There’s a trade-off to be sure, and I expect characters will still be wearing armour some of the time. Going for a walk in the desert in Platemail? Seems like a bad idea to me.
Tips for being in the desert with platemail:
Bring an umbrella, bring a horse. Done. (thats how the conquistadors did it).
That said, its one more thing to take with you, one more thing to break and one more thing to despoil your vision and prevent you from seeing the ambush.
Plus if your horse is carrying plate, its that much less water to carry.
Yes, horses would be pretty important. You might also bring the armor with you and gear up before battle, or before entering dangerous territory (eg. A Dungeon). I’m not too familiar with Conquistadore armor and history, but didn’t they use breastplates and non inclosed helmets that you could get into much faster than the stereotypical “Knight’s Armor”?
I still imagine clomping over the dunes in your heavy plate armor like C-3P0 would be a very bad idea… even with a Parasol.
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