To keep it simple. There are some benchmarks, and characters who try to exceed this without “technique” from skill are pushing their limits.
Strength. (p79)
Capacity. Carrying is bear something with either your arms, back,
shoulders, or both. A backpack or load bearing gear that places a
load on the character’s body is considered carrying.
Squat. This is how many pounds a character can dead lift (lifting
something off the ground from a squatting position with both hands a
couple of feet until his standing position) or squat on a successful
Strength with Athletics Save DC10 per day.
for every 20% reduction of weight. Increase the DC by 2 for every
attempt per day. Exceeding the weight by 10% adds a +2 DC. Moving
such a weight for a minute follows the firemans and farmer’s carrying
rules. Extending the feat for a round adds +10DC.
Farmer’s Carry. A Firemans carry is carrying a load over one’s
shoulders, while a Farmer’s carry is carrying a load with both your
arms hanging down. A character can do so with a Load x8 his Strength
for 1 minute. The character is considered heavily encumbered when
performing this task. Roll Constitution save vs DC10 with Athletics.
Failure is suffering Exhaustion.
for every 20% reduction of weight. Increase the DC by 2 for every
attempt additional minute performed in a day. Exceeding the weight by
10% adds a +2 DC.
Drag. (no lift) x30 of strength in pounds. Ignore fricton or if
it is a significant factor increase the “mass” of the load being
push or dragged by the factor of friction. At x30 lbs in Strength
roll Constitution Athletics every minute at 10. Reduce the DC by 1
for every 20% reduction of weight. Increase the DC by 2 for every
attempt additional minute performed in a day. Exceeding the weight by
10% adds a +2 DC.
Encumbered. If you carrying something x2 your strength score in
lbs you are encumbered and suffer -10ft to your base (instead
of 5x). Roll Con and Athletics DC10 every couple of hours and +1 for
every couple of hours.
something x4 your strength score you are considered heavily
encumbered. In this condition the character’s speed drops by 20 and
suffers a disadvantage in ability checks, attack rolls, and saving
throws that use Strength, Dexterity, or Constitution.
measured of hours. Roll a Constitution Save DC10 every hour in this
condition, adding +2 to the DC per additional hour.
DC. Failure is suffering Exhaustion.
Dwarven Resilience p.3 and Relentless Endurance p.7
Mounts and Other Animals p69
Travel Pace p84
which can be applied to other physical tasks. The table assumes a
30ft movement score. Use the Move Modifier for different scores (like
Dwarves or Barbarians with Fast movement).
below replaces the forced march.
Travel Pace Table
Pace |
Move
|
Distance Travelled per… | Constitution** | |||
Modifier
|
Minute
|
Hour*
|
Day***
|
DC Modifier | ||
Fast (Run) |
x1.33
|
400ft (116m)
|
4miles (6km)
|
16miles (24km)
|
+5 by minute +10 by hour |
|
Normal (March) |
x1
|
300ft (96m)
|
3miles (5km)
|
12miles (20km)
|
+0 by minute +5 by hour |
|
Slow (Walk) |
x0.67
|
200ft (45m)
|
2miles (3km)
|
8miles (12km)
|
none |
a level of effort.
breaks. So if you want to get the mph or kph x 1.16.
this Save.
*** roll Constitution and Athletics vs DC 20 per 4 hours of travel to simplify. Every margin of 5 failure is a level of exhaustion. Given that Making Camp is time consuming and may take up 4 hours by itself. Scrounging and Foraging would take up about 4 hours as well.
Allow Constitution and Survival instead of Athletics. It would be reasonable to allow Survival and Constitution for long travel. Of course you can’t use Survival for feats of strength and dexterity.
On long Temperate Climate Days, where daylight is 16 hours long, its common to travel 16 hours long with 4 hour breaks in between. But this is not sustainable for many consecutive days. In far off places, they can do with low security camps since speed is their “security”.
Shoes
Good shoes had a 500mile or 800km. The SRD has not much in boots, so I can recommend 8gp. Hobnailed boots is 4gp more. Increasing the quality by double triples to quadruples range. A pair of poor shoes (1/2 the quallity or value) has 1/3 to 1/4 the range.
Getting Lost
Difficult Terrain
(p85)
Making Camp
More secure camp farther out. Its easier to make a camp thats farther from a main travel areas. Every 15 minutes march away (about 1 mile or 1.6km) would give a +5 to the roll.
Scourging and Foraging (Self Sufficiency p. 73)
Simplification of so many Exhaustion Rolls
Rolls, just ask them to Roll vs DC 15, 20, and 25 when ever they are
doing something very difficult for an hour. The ideal is they keep a
light load. If the Players are overpacking then the penalty is these rolls.
Exhaustion and Injury
Failing an Constitution and Athletics roll that leads against
Exhaustion leads to an Injury. A failed roll by more than 5 deals
1d3 points of damage, and an additional 1d3 points of damage. The GM
can rule if this can be lethal. The limbs injured is considered
disadvantaged when being used for any physical task or roll.
Food and Water p.86
Grant a +1 to +2 DC bonus when the character has additional
rations. Every 50% additional ratios and water helps up to a max of
+5 per day. Having more food and water to do all the work helps a
lot.
Resting p.87
Short Rest reduces the level of exhaustion by 1 and up to 2 levels
of exhaustion plus constitution modifier can be reduced per day by
short rests. Long Rests can reduce up to 1 additional level of
exhaustion.
This means at 5 levels of exhaustion, it would take more than 2
days for a person to recover fully.
Exhaustion p.192
Remove the Immunity to Exhaustion of all creatures that have it.
Creatures that would normally push their limits, like Undead or
Machines, instead of suffering Exhaustion will suffer Wear and Tear
aka Damage. They take about 1d3 damage for every 5 points of strength
they have. A Zombie of 15 strength will deal 3d3 damage when they
would otherwise exhaust themselves.
What will this Do to your adventures?
-
Travel Pacing conscious Players and strategies. They will
depend on roads, load bearing animals, time, and supplies. The world is their antagonist. -
Wearing Armor and full Kit is a careful consideration.
-
Optimal Light Load Kit.
- Water and Food Conscious. RPing the value and appetite for supplies, catharsis, rest, and recovery.
- The SRD 5E
- https://en.wikipedia.org/wiki/Half_marathon and https://en.wikipedia.org/wiki/Marathon to learn the benchmarks of a marathon and what stat’s such distances should entail.
- https://en.wikipedia.org/wiki/Strongman_(strength_athlete) for feats of strength.
- Marching, Survival and Camping rules are derived from the Small Wars Manual
- https://www.youtube.com/watch?v=xlcd0B0cVqU Lindybeige authentiboots
- https://www.youtube.com/watch?v=-3qTniJsoEg Lindybeige authentiboots
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