January 11, 2017

Minaria: Time and Movement

The Divine Right rule book says that each hex is 50 miles across (Movement Phase: Zones of Control), so I'll just stick with that.  For overland movement rules I tend to prefer simplicity over accuracy.  I like accuracy.  It's a great goal.  It's just that I have a very limited amount of game time, so I strive to keep operations simple and easy to remember and then speed through them whenever possible.  People don't usually show up for game night just to watch me roll dice and do math.  

Anyhow, this is what I'm currently using to determine travel times.





Days per Hex

Terrain
Trackless
Road
Trail
Raft
Rowboat
Sailing Ship
Galley
Row+Sail
Dwarven Airship
Clear/Plains
2
2
-
-
-
1

Swamp
4
2
2
-
-
1

Forest
4
2
-
-
-
1

Hills
4
2
-
-
-
1

Mountain Pass
4
2
-
-
-
1

Mountains
8
4
-
-
-
1
Open Water
-
-
3
2
1
1
Cross a River
+1
Bridge
Pretty fast
-
-
Pretty fast
Upstream
-
-
5 (if pulled)
-
-
-
Downstream
-
-
1
-
-
-

Double these times if the party is encumbered.
Halve these times if the party is riding fast horses.
War Horses in armor move at normal human speed.
Dwarven Airships move fast in clear open skies, but are easily pushed off course by high winds.



2 comments:

  1. I know you're going for super-simple rules here, but don't these give 100 miles a day on horseback on the roads? I don't know anything about horses but that seems blisteringly fast to me?

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  2. Yeaahhh, hmmm.

    You're right, I'll change that. Now a clear road let's men march 25 miles per day and horses 50 miles per day. Down side is that following a road on a plain doesn't really speed things up, but it does still prevent you from getting lost and maybe that's enough. I like it. Thanks :)

    ReplyDelete