01-22-2019, 08:50 PM | #21 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Typical length of travel
Quote:
Or, in bullet points, searching a 125-mile diameter area:
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01-22-2019, 11:28 PM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Typical length of travel
Way too short. If you've got a forest 20 miles wide with visibility of 100 yards, you can probably hike across it in a day, but searching it will take about a year.
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01-23-2019, 06:53 AM | #23 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Typical length of travel
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RAW, thick Woodlands divide Move by 5. Given some peon with Move 5, that’s 2.5 miles per hour normally, or a half mile an hour here. That’s 40 hours, which is about four days, assuming 2 hours each day given to foraging and 12 given to camping. (If he’s untrained in Hiking and Weather Sense, that will be more time, and the randomization of weather will also cut into this speed.) So right off the bat a day isn’t happening unless someone uses Serendipity. Now, does he have Tracking? If not, he’s using his default of 5. That’s 6-in-216, so an average time to find the dungeon is thirty-sixfold the above, or 144 days to find the dungeon. That’s not counting time taken to stop and forage all day, which he’ll need to do often since he likely doesn’t have much Survival (Woodlands) since he’s hunting for a dungeon in the woods without Tracking. And again, weather, which gives penalties to both Move and Tracking, is random, which doesn’t cut in his favor. That’s hardly out of line with your claim of a year. Furthermore, when hiding your dungeon from scouts, there’s the Camouflage skill. This makes matters a Quick Contest instead of a straight roll. Even someone with Camouflage-10 can slow things up a little, and wizards casting permanent illusions likely have skill in that spell at around 16. |
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01-23-2019, 10:13 AM | #24 | |
Join Date: Jan 2006
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Re: Typical length of travel
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If the "area" in question is standardized, it can be tuned to work, but it should not be stated as the general case. |
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01-23-2019, 03:21 PM | #25 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Typical length of travel
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A skilled searcher (in game terms, someone with a high Tracking skill, like DF barbarians and scouts) will know to look in some spots and not others. He's not going to walk on every square foot of an area. Most areas that are slow for walking have low visibility owing to the barriers that make walking slow in the first place, and regardless, the searcher still needs to walk through the area. |
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01-23-2019, 03:24 PM | #26 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Typical length of travel
No it isn't. Searching based on diameter is searching based on the square root of area.
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01-23-2019, 04:17 PM | #27 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Typical length of travel
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I’ll say what I also said in my last post more explicitly: I am picking diameter since a GM has that handy. (Much like picking the terrain modifier for an area instead of visibility, something which nobody has figured.) This has a predictable relationship to Area. Asking GMs to start plunking numbers into a calculator in the middle of a game to find squares and use pi slows down a game, and makes it less fun. GURPS and DFRPG have plenty of such approximations, like three feet is a meter and not having a 25 points being a tenfold increase in Wealth like it progresses later. You can apply the Long Distance Modifiers to this if you like. I’d likely do that if I had variable areas for searching on my game map instead of a constant 5-mile hex. I’m done with this thread. |
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01-23-2019, 04:23 PM | #28 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Typical length of travel
Okay, let me be explicit: that's total nonsense, and doing it sensibly doesn't require extra effort: if you have a map in the first place, it takes X days per overland hex, modified by the terrain type of the hex, and X is only modestly related to the travel speed modifiers for that terrain.
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01-23-2019, 05:09 PM | #29 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Typical length of travel
This is not acceptable. If you’re getting frustrated with a conversation, time to walk away.
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01-24-2019, 08:13 AM | #30 | |
Join Date: Aug 2008
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Re: Typical length of travel
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The TLDR of it is that depending on season and terrain, a relatively short trip can vary tremendously in duration. Going from Town to Dungeon can take 2 days by boat across the lake or 60 days through the mountains and forrest in the dead of winter with oxcarts. I offered a few routes and means so players can decide how to approach the problem of travel. And to make the decision a little harder, I weight lake random encounters to occur more often and be more dangerous than land ones. So players have to choose between fast and dangerous and slow and expensive. In all cases, Navigation and appropriate travel skills will speed things up. And 20% off of two days is a random encounter roll. 20% off of 60 days is 48 fewer encounters. This assumes a fairly normal roll per 6 hours; for longer trips I might drop the frequency to cut down on rolls, hut even at 1 per day, that'd be 12 fewer rolls with good shortcuts and fast travel.
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