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#21 |
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Join Date: Sep 2004
Location: Southeast NC
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One thing overlooked so far is the farrier and his kit. If you're taking horses, and the trip is 80 days total (40 there, 40 back), you should really plan on reshoeing the horses just to deal with normal hoof growth. Plus any damage that requires an "unscheduled" reshoe.
If it's 40 total (20 each way), you probably still need one to handle damage, but if the horses had fresh shoes when you set out, they might be okay for the trip.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#22 |
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Join Date: Mar 2008
Location: Northern Virginia, USA
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The time limit for London-Edinburgh-London (a bicycle ride) is 116 hours 40 minutes. Round trip. And the fastest riders finish in about half the time limit. So, it's possible to do it twenty times as quickly, without needing to resort to powered vehicles. But that's with bicycles (TL6), paved roads (TL6), nicely-placed stops for provisions so you don't have to carry too much, and no need to worry about orc attacks. Not DF's "TL Ye Olden Days", unless you have particularly talented gnomish artisans in your game.
The Pony Express could get letters from Missouri to California (~1800 miles) in 10 days in 1860, using horses, through rough unsettled territory. So, 180 miles per day on rough dirt trails. But they did it by swapping horses every 10 miles. Once you have stables placed every 10 miles, you can't really call it wilderness. (Though it was wild enough that the riders carried a pistol in case of human or animal attack.) This was accomplished in TL5, but could have been done in TL1. Definitely possible in DF. But not in the wilderness, unless you're using magic to summon fresh horses or remove fatigue. |
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#23 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Quote:
Or rather his complaint was that (due to daily random encounters) it took more than one session for the travel time alone. To be fair though, 40 days of travel should either be an adventure in itself or glossed over, which is what DF 2 suggests. I'm a comin back to this. i think you're misinterpreting the 'rules'. Those are suggestions, and in particular suggestions on Random Encounters during the adventure. Again, if you don;t want to set the travel as an adventure in itself, don't. Just say "It takes 40 days, you lost one horse to misadventure along the way and are down 3 fatigue from not sleeping well". Or whatever. Daily (twice daily if you hit them every time they camp as well) for Encounters is unnecessary. Unless you and your group like that type thing, then go for it. Honestly, I really prefer the "Only Three Random Encounters"... unless it's meant to be a grueling trek through the wilderness aimed at testing the very limits of the Players patience. Also take a page from some OSR guys (Peter Del'Orto's Felltower in particular): Don't always make it Wandering Monsters. Make it hazards like "bad weather" (which costs FP), or pestering bugs (like mosquito, which also reduce FP from poor resting or prompt Ht rolls to avoid illness), or rolls against Survival to avoid poison oak or food spoilage from improper storage, or the road being washed out which increases the travel time, etc. Not every "problem" needs to one that requires the combat map. Indeed, the worst problems tend to not involve combat at all. |
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#24 |
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Join Date: Nov 2009
Location: GMT-5
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This begs the question:
Losses during travel (to FP, HP, etc.) would likely be trivially recovered on a long journey by DF characters. And for that matter, so are such losses in town. How do you make those losses meaningful to the dungeon crawl? Do you just rule that you can't recover for some meta-reason or do you just let them easily recover and treat those encounters as minor speed bumps? |
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#25 |
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Join Date: Aug 2004
Location: MO, U.S.A.
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Edge;
Per DF 16 pgs 23-25, FP lost due to poor food, or sleep, can only be recovered by sufficient good sleep/food.
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Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes |
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#26 |
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Join Date: Jul 2014
Location: New Zealand.
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Leg injuries would heal well while walking.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
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#27 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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"Just walk it off." - Every P.E. teacher that ever lived.
I've found that in some cases, that douchey expression is actually true. But only for "minor" injuries, cramps, sores, etc. Nothing DF adventurers would even notice.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#28 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Siberia. :o)
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#29 |
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Join Date: Sep 2004
Location: Canada
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Go sprain your ankle for real[1] and tell me that. That's a crippling injury that requires six to eight weeks of healing, and won't bear weight unaided during that (crutches first, then canes). Or dislocate your kneecap. Or break something.
[1] Theres a "twisted" ankle that stings and makes you limp for a while. They're not fun. A sprained ankle turns your foot a spectacular puffy black and blue and it swells up too big to fit in your boot. If you don't keep it elevated above your heart and alternate heat and ice the first day or so, it swells even worse for even longer.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#30 | |
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Join Date: Jun 2006
Location: On the road again...
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Quote:
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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