tag:blogger.com,1999:blog-1849891810204688064.post4681583884187777804..comments2019-09-20T23:31:37.246-07:00Comments on Comma, Blank_ has moved! Change your links to our new URL, www.PapersPencils.com!: Suppositions on Tabletop RPG Time TrackingLShttp://www.blogger.com/profile/15495083228566425216noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-1849891810204688064.post-26582255461150342482012-02-23T06:58:53.339-08:002012-02-23T06:58:53.339-08:003000 feet per 10 minute turn
Wow, that's pret...<i>3000 feet per 10 minute turn</i><br /><br />Wow, that's pretty different than the TSR-era D&D standard: 120 feet per turn (seriously). I challenge anyone to walk that slowly. The idea of course is that you are mapping and proceeding cautiously.<br /><br />From Moldvay B19:<br /><br /><i>All characters are able to move 120' or feet in one turn when exploring a dungeon. ... A base movement of 120' in ten minutes may seem slow, but it assumes that the players are mapping carefully, searching, and trying to be quiet. It also takes into account the generally "dark and dingy" conditions of the dungeon in which characters are adventuring.</i><br /><br />For wilderness movement, I've been considering using a cost by terrain type model, much like the tactical movement in 4E. So, rather than saying that players can travel (for example) 24 miles in a day but mountains can only be travelled at half rate, give a movement cost to enter a mountain hex. I've seen some posts about others doing this, and it looks much easier to handle.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.com