I like the travel rules in 2e, but it irks me that it isn’t tied to exact distances. I want to run pointcrawls between known locations and hexcrawls for unexplored areas, so I rooted everything to a unified 12 miles / 2 six-mile hexes per 8-hour Watch system. Because I’ve opted for percentage penalties, there’s a limit to how many I can stack before it gets silly (unlike adding Watches), so I’ve also gone with a simplified weather system: in rough weather, add +1 Fatigue (per hex / 6 miles) or halve speed. The weather table is one I found online but don’t remember the source.
The party can travel 12 miles on the road in Easy terrain each Watch, with factors like terrain, path type, and weather determining speed as indicated on the tables below.
Terrain | Distance Per Watch | *** | Path Type | Penalty |
---|---|---|---|---|
Easy | 12 miles | *** | Road | None |
Tough | 9 miles | *** | Trail | 75% speed |
Perilous | 6 miles | *** | Wilderness | 50% speed |
2d6 | Spring | Summer | Fall | Winter |
---|---|---|---|---|
2 | Rainstorm | Thunderstorm | Wild winds | Snowstorm |
3-5 | Drizzle | Very hot | Heavy rains | Hail |
6-8 | Overcast | Clear, hot | Overcast | Bitter cold |
9-11 | Bright & sunny | Pleasantly sunny | Cool rain | Overcast |
12 | Clear, warm | Wonderfully warm | Clear, warm | Clear, crisp |
Italicized results: the party must add 1 Fatigue (per hex / 6 miles) or halve speed.
Traveling in the absolute worst conditions (perilous wilderness in rough weather) gives you 1.5 miles per Watch, or 6 miles / 1 hex per 2 days of travel.
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