Please release rules for forced marching...

Post/Author/DateTimePost
#1

Cyber-Dave

Sep 05, 2010 21:44:07
Thanks.
#2

Plaguescarred1

Sep 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

#3

Tony_Vargas

Sep 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.
#4

nightwalker450

Sep 08, 2010 13:23:31
Wish granted!  They are in the Rules Compendium.
#5

Cyber-Dave

Sep 08, 2010 13:59:03
Awesome!