Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-26-2024, 02:50 PM   #21
Varyon
 
Join Date: Jun 2013
Default Re: Traveling (daily travel distance) rules and FP, Fit and Very Fit

Quote:
Originally Posted by Stormcrow View Post
I asked Microsoft Copilot to run a sample sprint so I wouldn't have to.

Code:
| Time     | Cumulative Distance (yards) | Dice Roll | Current FP |
|----------|------------------------------|-----------|------------|
| 12:00:00 | 0                            | -         | 10         |
| 12:00:15 | 90                           | 12        | 10         |
| 12:00:30 | 180                          | 14        | 10         |
| 12:00:45 | 270                          | 13        | 10         |
| 12:01:00 | 360                          | 16        | 10         |
| 12:01:15 | 450                          | 10        | 10         |
| 12:01:30 | 540                          | 17        | 9          |
| 12:01:45 | 630                          | 15        | 9          |
| 12:02:00 | 720                          | 10        | 9          |
| 12:02:15 | 810                          | 18        | 8          |
| 12:02:30 | 900                          | 11        | 8          |
| 12:02:45 | 990                          | 14        | 8          |
| 12:03:00 | 1080                         | 13        | 8          |
| 12:03:15 | 1170                         | 17        | 7          |
| 12:03:30 | 1260                         | 12        | 7          |
| 12:03:45 | 1350                         | 10        | 7          |
| 12:04:00 | 1440                         | 18        | 6          |
| 12:04:15 | 1530                         | 16        | 6          |
| 12:04:30 | 1620                         | 14        | 6          |
| 12:04:45 | 1710                         | 17        | 5          |
| 12:05:00 | 1800                         | 15        | 5          |
| 12:05:15 | 1890                         | 14        | 5          |
| 12:05:30 | 1980                         | 12        | 5          |
| 12:05:45 | 2070                         | 18        | 4          |
| 12:06:00 | 2160                         | 10        | 4          |
| 12:06:15 | 2250                         | 16        | 4          |
| 12:06:30 | 2340                         | 17        | 3          |
The character has FP 10, Move 5, Running 16, and is sprinting (moving 6 yards per second). He got to about a mile and a third in six and a quarter minutes before reaching 1/3 FP. At a brief glance, it doesn't seem to have made any mistakes. I ran the simulation another twenty times and got comparable results.

Now let's try paced running. The same character moves at 3 yards per second ([Move + 20%]/2).

Code:
| Time     | Cumulative Distance (yards) | Dice Roll | Current FP |
|----------|------------------------------|-----------|------------|
| 12:00:00 | 0                            | -         | 10         |
| 12:01:00 | 180                          | 14        | 10         |
| 12:02:00 | 360                          | 12        | 10         |
| 12:03:00 | 540                          | 7         | 10         |
| 12:04:00 | 720                          | 15        | 10         |
| 12:05:00 | 900                          | 10        | 10         |
| 12:06:00 | 1080                         | 18        | 9          |
| 12:07:00 | 1260                         | 11        | 9          |
| 12:08:00 | 1440                         | 9         | 9          |
| 12:09:00 | 1620                         | 17        | 8          |
| 12:10:00 | 1800                         | 14        | 8          |
| 12:11:00 | 1980                         | 12        | 8          |
| 12:12:00 | 2160                         | 16        | 8          |
| 12:13:00 | 2340                         | 19        | 7          |
| 12:14:00 | 2520                         | 13        | 7          |
| 12:15:00 | 2700                         | 10        | 7          |
| 12:16:00 | 2880                         | 18        | 6          |
| 12:17:00 | 3060                         | 15        | 6          |
| 12:18:00 | 3240                         | 11        | 6          |
| 12:19:00 | 3420                         | 17        | 5          |
| 12:20:00 | 3600                         | 12        | 5          |
| 12:21:00 | 3780                         | 18        | 4          |
| 12:22:00 | 3960                         | 10        | 4          |
| 12:23:00 | 4140                         | 16        | 4          |
| 12:24:00 | 4320                         | 17        | 3          |
The character gets almost two and a half miles in twenty-four minutes. Once again, I ran the simulation twenty more times, getting comparable results.

Running does not get you farther, faster, than hiking.
In the first case, out of 26 rolls, Copilot rolled 17+ a total of 7 times, or around 27% of the time. In the second case, out of 24 rolls, Copilot rolled 17+ a total of 7 times, or around 29% of the time.

The probability of rolling a 17+ is the same as rolling a 4 or lower, around 1.85%. The above two examples are fairly extreme outliers when it comes to results. If most of the results you got were similar, this means something is very wrong with Copilot's dice rolling. The fact that out of 50 rolls you only had two that were below 10 is also a pretty big hint that something wonky is going on (rolling below 10 should happen around 37.5% of the time, not 4%).
__________________
GURPS Overhaul
Varyon is online now   Reply With Quote
Old 11-26-2024, 02:56 PM   #22
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Traveling (daily travel distance) rules and FP, Fit and Very Fit

Ah, well. *shrug*
Stormcrow is online now   Reply With Quote
Old 11-26-2024, 04:04 PM   #23
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Traveling (daily travel distance) rules and FP, Fit and Very Fit

So, I just assumed average rate of loss and mixed run: run until lose 1 fp, then add rest time to recover. The result is a multiple of basic move (this includes the x1.2 from sprinting); if you want mph, multiply basic move by that number and then by 2.045 (to convert to mph)
Code:
Normal						
HT	Fail	sprint	paced	rest	mixed	mixed
10	0.500	30.0	120	600	0.057	0.100
11	0.375	40.0	160	600	0.075	0.126
12	0.259	57.9	231	600	0.106	0.167
13	0.162	92.6	370	600	0.160	0.229
14	0.093	162.0	648	600	0.255	0.312
15	0.046	324.0	1296	600	0.421	0.410
16	0.019	810.0	3240	600	0.689	0.506
Fit						
HT	Fail	sprint	paced	rest	mixed	mixed
10	0.500	30.0	120	300	0.109	0.171
11	0.375	40.0	160	300	0.141	0.209
12	0.259	57.9	231	300	0.194	0.261
13	0.162	92.6	370	300	0.283	0.331
14	0.093	162.0	648	300	0.421	0.410
15	0.046	324.0	1296	300	0.623	0.487
16	0.019	810.0	3240	300	0.876	0.549
Very Fit						
HT	Fail	sprint	paced	rest	mixed	mixed
10	0.500	60.0	240	300	0.200	0.267
11	0.375	80.0	320	300	0.253	0.310
12	0.259	115.7	463	300	0.334	0.364
13	0.162	185.1	741	300	0.458	0.427
14	0.093	324.0	1296	300	0.623	0.487
15	0.046	648.0	2592	300	0.820	0.538
16	0.019	1620.0	6480	300	1.013	0.573
The Hiking rules give you 10x Move miles, over an unspecified number of hours per day. If we assume a 12 hour day, which is about as long as a long task will allow, that a speed of 0.83*Move mph, corresponding to a mixed rate (above) of 0.407. You can only exceed that rate by running if you have a HT (or running) roll of 15+, or 14+ with Fit (since Fit gives +1 to HT rolls, that means HT 13), or 13+ with Very Fit (since VF gives +2, that's HT 11).
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 11-26-2024, 11:38 PM   #24
Kaslak
 
Join Date: Oct 2022
Default Re: Traveling (daily travel distance) rules and FP, Fit and Very Fit

Quote:
Originally Posted by Grayscale View Post
Just wondering what am I missing, as I like reading overland traveling rules, specifically the ones in Basic Set and DF16.

Now, when travelling with heavier loads, I understand the speed penalties from Encumbrance and therefore smaller travel distance, reflect longer rest periods.

However, there's no adjustment to daily mileage for either higher FP (say 10 vs 15 FP) or even Fit or Very Fit (at least that I know of).

At a cursory look, there's a case to be made that more Fatigue / Fatigue recovery should increase daily mileage. If so, is this published somewhere?

Perhaps someone did the calculations already and decided there's not much of a difference in the end to justify adding more rules?
In GURPS you can always create new advantages mixing existing ones to better suit your setting and preferences.

Should very fit also include + ×% basic speed (only when hiking)? You compute the new cost and state that this is the official very fit for your campaign. Of course it will cost a bit more...

Otherwise, as pointed out, you can use the High Tech rules and compute hour by hour losses and recovers
Kaslak is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:15 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.