| #2Plaguescarred1Sep 05, 2010 22:51:20 | The PHB refer to the DMG about it but nothing is clearly done in it. Here's what i could get:
PHB 261 Speed per Day Player characters can sustain a normal walking pace for 10 hours of travel a day without tiring out. The Dungeon Master’s Guide explains what happens if you travel for more than 10 hours. Ordinary people can’t walk for more than 6 or 8 hours in a day, so their travel rate is more like 15 to 25 miles per day.
PHB 261 Speed per Hour Your speed per hour on the Base Exploration Speed table assumes a walking pace. You can move overland at twice this speed, but it’s hard to sustain that pace. Rules in the Dungeon Master’s Guide cover what happens if you push yourself too hard.
Though i couldn't find anything in the DMG directly addressing this, the closest i've found relating to exertion after 8 hours is the following:
DMG 59 Environmental Danger: The Endurance skill determines how well a character can withstand such dangers. Every eight hours within an area of environmental danger, the character must succeed on an Endurance check. Each time a character fails, he loses one healing surge. If a character has no healing surges left when he fails a check, he loses hit points equal to his level.
The adventure sets the DC for the Endurance check. Here are some useful benchmarks. When designing your own environmental dangers, rely on the Difficulty Class and Damage by Level table and your common sense.
Condition Endurance DC
Severe weather 20 High altitude 21 Extreme altitude 26 Cold 22 Frigid cold 26 Heat 22 Stifling heat 26 Pervasive smoke or ash 26 Pervasive necromantic energy 31 |
| #3Tony_VargasSep 08, 2010 1:45:28 | I suspect you could do a Forced March as a Skill Challenge. Endurance would be an obvious skill. Plus Nature (or Dungeoneering in the underdark) and Heal at a minimum. Perhaps Intimidate or Diplomacy if you're part of a large forced march and have to keep soldiers or refugees moving, too, as part of the challenge. Consequences for failure would be loss of surges or not reaching the destination in time.
Alternately (or in addition), you could model extreme exhaustion by creating 'exhaustion' as a disease. |