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Travel in Aarden uses the following rule system.<blockquote>
[[File:A2 (1).jpg|thumb|Aarden Travel Map, 1 square = 12.5 miles]]
====== '''<u>Speeds:</u>''' ======
Travel in Aarden uses the following rule system - It's similar to everything in Pathfinder 2e, but there are a few ideas I'm too attached to.


* On foot: 2 squares per day
[[File:Airship.png|thumb|An Aardenian Airship]]
* Mounted: 3 squares per day (or more)
'''<u>Speeds:</u>'''[[File:Train.png|thumb|Aardenian Train]]
* Airships: 1 square per hour
* Trains: 2 squares per hour
* Oceanic: Depends on the vessel.
</blockquote>


* On foot: 25 miles per day


Perception or Survival are done as Group Rolls, with the entire party rolling, the lowest roll being removed, and the average of the remaining rolls being taken as the result.
*Mounted: 37.5 miles per day (or more)
*Airships: 12 miles per hour
*Trains: 25 miles per hour
*Oceanic: Depends on the vessel.






Perception or Survival are done as Group Rolls, with the entire party rolling, the lowest roll being removed, and the average of the remaining rolls being taken as the result.  Two perception rolls are taken per day while travelling - one in the morning and one in the evening.  An additional perception roll will be taken while setting up camp, and by party members who are keeping watch.  While setting up camp, there are a few options.


Two perception rolls are taken per day while travelling - one in the morning and one in the eveningAn additional perception roll will be taken while setting up camp, and by party members who are keeping watch.
<u>'''Setting up Camp:'''</u>
 
* Camouflage camp, individual Stealth / Survival roll to give a bonus against being attacked
* Fortify camp, successful crafting checks at trained/expert DC's to give a bonus to initiative + perception rolls to party members on watch.
* Hunt game, individual (or small group) Nature / Survival rolls to find food, hides, etc.
* Downtime activitiesA full rest takes eight hours, setting up camp will add to that, downtime activities can do so as well.
 
 
For further downtime ideas, I'm going to use the profession list found in the players guide spreadsheet, as well as the Homesteading guide there as well.

Latest revision as of 16:29, 27 January 2023

Aarden Travel Map, 1 square = 12.5 miles

Travel in Aarden uses the following rule system - It's similar to everything in Pathfinder 2e, but there are a few ideas I'm too attached to.

An Aardenian Airship

Speeds:

Aardenian Train
  • On foot: 25 miles per day
  • Mounted: 37.5 miles per day (or more)
  • Airships: 12 miles per hour
  • Trains: 25 miles per hour
  • Oceanic: Depends on the vessel.


Perception or Survival are done as Group Rolls, with the entire party rolling, the lowest roll being removed, and the average of the remaining rolls being taken as the result. Two perception rolls are taken per day while travelling - one in the morning and one in the evening. An additional perception roll will be taken while setting up camp, and by party members who are keeping watch. While setting up camp, there are a few options.

Setting up Camp:

  • Camouflage camp, individual Stealth / Survival roll to give a bonus against being attacked
  • Fortify camp, successful crafting checks at trained/expert DC's to give a bonus to initiative + perception rolls to party members on watch.
  • Hunt game, individual (or small group) Nature / Survival rolls to find food, hides, etc.
  • Downtime activities. A full rest takes eight hours, setting up camp will add to that, downtime activities can do so as well.


For further downtime ideas, I'm going to use the profession list found in the players guide spreadsheet, as well as the Homesteading guide there as well.