Exploration: Difference between revisions

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Here are some tables that you can reference when determining your party’s travel pace.
Here are some tables that you can reference when determining your party’s travel pace.
{| class="wikitable"
{| class="wikitable"
|+
!Travel Pace
!Travel Pace
!Miles/Hour
!Miles/Hour
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|Traveling while carrying a heavy load or burden without a wagon or beasts of burden.
|Traveling while carrying a heavy load or burden without a wagon or beasts of burden.
|}
|}
'''Forced March:''' Make a DC 6 END Check, adding Forced March if you have it. The check increases by 2 for each extra hour of travel. If you fail the check, gain Fatigue.


'''Forced March''': Make a DC 6 END Check, adding Forced
'''Cautious Travel:''' Gain a +2 Bonus on all AWR checks.
March if you have it. The check increases by 2 for each extra
hour of travel. If you fail the check, gain Fatigue.


Cautious Travel: Gain a +2 Bonus on all AWR checks.
=== Encumbered ===
If you have more unwieldy items than can be carried per character and no wagon or pack animal, you travel more slowly.


Encumbered: If you have more Unwieldy items than can
'''<big>Encumbrance</big>'''
be carried per character, and no wagon or pack animal, you
travel more slowly.


Weather [[conditions]] will also affect your travel pace and
An adventurer can carry the following gear on their person, unless they have an ability that says otherwise. Note that this system is intended to prioritize ease of gameplay over realism. Remember to observe the rules of encumbrance while traveling. It is wise to think ahead about how you might transport any treasure you find on your quests.
your visibility. Weather conditions can be found in the
MythCrafter’s Guide.


SUSTENANCE
One pack with personal belongings, mundane items, and adventuring gear
__NOAUTOLINKS__


Creatures must eat 1 lb of food a day and drink 1 gallon of
• Up to two tool sets or kits
water a day to maintain an adventuring lifestyle.
 
You can go a number of days without food equal to your
• One full set of armor
END before gaining Fatigue for not eating. If you
 
do not find food on the final day, you gain Fatigue. You can
• Up to three weapons without the light tag
go 2 days without water; on the third day, if you do not find
 
potable water you gain Fatigue at the end of the day.
• One Unwieldy item
 
Gear inside the adventurer’s pack, such as rope, torches, rations, and so on are not strictly tracked for their weight. If you have any items that exceed the limits above, you must have a beast of burden, cart, hireling, or some other way to transport them long distances, and you must set down any items that are causing encumbrance before equipping a weapon or shield.
 
Some creatures are capable of carrying particularly heavy loads. For each Size step you are above Medium, you can carry one additional Unwieldy item. You still cannot use more than one Unwieldy item at a time in combat. If you “count as one Size larger,” this counts towards this benefit.
 
If you are carrying an Unwieldy item, you cannot equip additional weapons or armor. Wearing Unwieldy armor does not impose this penalty, but carrying it does.
 
=== Weather Conditions ===
Weather conditions will also affect your travel pace and your visibility. Weather conditions can be found [[Weather|here]].
 
=== Sustenance ===
Creatures must eat 1 lb of food a day and drink 1 gallon of water a day to maintain an adventuring lifestyle.  
 
You can go a number of days without food equal to your END before gaining Fatigue (Appendix B) for not eating. If you do not find food on the final day, you gain Fatigue. You can go two days without water; on the third day, if you do not find potable water, you gain Fatigue at the end of the day.
 
=== Falling Damage ===
Heroes take 1d4 blunt damage for every 10 ft that they fall.
 
''*Updated v1.2''
 
__NOAUTOLINKS__