11-28-2017, 09:28 AM | #11 |
Join Date: May 2015
|
Re: Where are the most detailed & realistic travel rules to be found?
Ah thanks! I didn't realize there were such rules in High Tech. I think the last time I read through the whole of that book was using the first printing.
|
11-28-2017, 10:40 AM | #12 |
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: Where are the most detailed & realistic travel rules to be found?
HT page 55. It's only 2 paragraphs. I think what you want is already in DF 16. It basically uses HT with more detail on determining effective move, terrain effects, etc.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
11-28-2017, 11:26 AM | #13 |
Join Date: Jul 2008
|
Re: Where are the most detailed & realistic travel rules to be found?
DF 16 doesn't appear to have fatigue-per-hour covered in any way. It might have a matching basis for its calculation of daily progress (can't check, can't currently find my HT), but it doesn't provide all the functionality that HT does.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
11-29-2017, 12:26 PM | #14 |
Join Date: Feb 2016
|
Re: Where are the most detailed & realistic travel rules to be found?
One of the missing parts of GURPS is the effect that Area Knowledge should have on travel times. Most of the time, the popular routes are the easiest trade routes rather than the fastest travel routes. I would suggest that a successful Area Knowledge roll should be able to decrease travel times by 10% when traveling on roads (you know when and where there is traffic, which side roads circumvent construction, etc) and by 20% when traveling cross county (you know the best game trails, where to ford streams, etc). When applied to daily travel distances, I would suggest just increasing the distance traveled by 10% on roads or 20% when going cross country with a successful Area Knowledge roll.
|
11-29-2017, 04:12 PM | #15 | ||
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: Where are the most detailed & realistic travel rules to be found?
Quote:
Quote:
So exactly what functionality is HT adding here?
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
||
11-30-2017, 12:13 AM | #16 |
Join Date: May 2015
|
Re: Where are the most detailed & realistic travel rules to be found?
And are we all talking about the same version of High Tech here? i.e. Are you guys talking about the 4e HT? I am on the verge of ordering one, but if it turns out not to have anything more than Dungeon Fantasy has, well, I'd prefer to know in advance.
As for Area Knowledge affecting travel times, I think that's a good general idea but it also seems like something to suggest the GM make a ruling on. A predictable percentage doesn't make much sense to me, as it would vary by circumstance. It also seems like a different sort of thing from the rate of travel on a known route. If there's an abstract modern city situation or road network with car traffic, or a city with very crowded pedestrian traffic, or known shortcut paths in abstract countryside, sure. In some other situations, there might only be one road, or no helpful shortcut. And if the GM has a specific map and the route taken is known, then it wouldn't apply. |
11-30-2017, 01:00 AM | #17 |
Join Date: Apr 2005
Location: France
|
Re: Where are the most detailed & realistic travel rules to be found?
In my humble opinion, if you buy High-Tech (for the 4th edition, yes), you will be very disappointed. Not because it is a bad book. To the contrary, it is a very good one - the one I use the most. But I use it because I play Call of Cthulhu adventures, and there are a lot of very good hints about roaring 20ies weapons and gear. Now, for what you are looking for, there are only two paragraphs, as it has been said above. Plus some detailed travelling tools, of course.
Sure, those two paragraphs give a much more realistic rate than the one given in the Basic Set. And now that I know it, I use only that one. First, because it is a much more realistic rate (I don't want to revive the huge old threads about hiking rates here - you can easily find them if you want). And second, because it is a rate in miles per hour rather than one in miles per day. So, it allows the players to exactly choose how much hours they want to travel per day, how long they do rest and when, etc. Used with the Basic Set Long Task rules, it gives a much more realistic result than the Basic Set rate. Furthermore, for my own adventures, a rate in miles per hour is much more useful: how long does it take to go to the station on foot is a more frequent question that how many miles can we cover per day. So, is buying High-Tech a good idea for you? If you buy it only for that rate, no in my humble opinion. One book for two paragraphs is a bit expansive. But, if you also want more detailed modern weapons and gear, yes, you can buy it. It is really an amazing book, with a lot of very good things. My hint: look at the excerpt! It will help you to make your decision. And it may also give you the new rate... Last edited by Gollum; 11-30-2017 at 01:04 AM. |
11-30-2017, 03:46 AM | #18 | |
Join Date: Jul 2008
|
Re: Where are the most detailed & realistic travel rules to be found?
Quote:
I can't currently find mine, so I can't really provide a check Corwyn's assertion. It doesn't match my recollection, but that's a weak source.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
11-30-2017, 06:52 AM | #19 |
Join Date: Aug 2004
Location: Austin, TX
|
Re: Where are the most detailed & realistic travel rules to be found?
The expanded hiking rules in High Tech are mostly a note that Campaigns uses a simplified model and assumes 16 hour daily forced marches.
I worked some significantly more detailed rules for my hexcrawl campaign. They're basically extrapolations of the existing rules, plus some more specifics on visibility and horizon. The rules for foraging are outdated and would need to be replaced by the new systems from AtE: New World or DF16: Wilderness Adventures. Anyway, you may want to take a look at them: http://westmarchsaga.wikia.com/wiki/...on_House_Rules
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
11-30-2017, 10:05 AM | #20 | |
Join Date: Apr 2005
Location: France
|
Re: Where are the most detailed & realistic travel rules to be found?
Quote:
It is presented like that, indeed, but it is actually a new rate. To cover with the High-Tech rate what you can cover with the Basic Set rate, you need 20 hours, not just 16... And the Basic Set rate also supposes that you can make one foraging roll while traveling - while with the High-Tech rate, it is clear that you don't have any time to do it. You don't even have any time to rest and to have a full night of sleep... But ... Oh, my! I'm beginning to revive the too long debates that we had in the past ... Noooo! Please ... Forget what I said. And forgive me ... Well, the only thing that is important for Skarg is that it really is a new rate, a very useful one if he wants to let his players choose for themselves exactly when they hike, when they rest, how long per day they do it, and so on. And the good question is: is the rest of the book also interesting for you, Skarg?. Otherwise, I hardly see how the cost of the book would make sense. I'm sure you will find a lot of very interesting things in High-Tech. As I said above, it is the book that I uses the most (after Basic Set, of course). Now, if you only run Medieval campaigns that would really be disappointed ... Hey, guys! Isn't that rate written somewhere else, in a book which would be more interesting for Skarg? Something like a Low-Tech or DF supplement? Last edited by Gollum; 11-30-2017 at 10:20 AM. |
|
Tags |
book recommendations, gurps, house rules, travelling |
Thread Tools | |
Display Modes | |
|
|