Difference between revisions of "Hârn HârnWorld Movement"

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[[Category:Hârn]] [[Category:Movement]] [[Category:Watch]]
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[[Category:Hârn]] [[Category:HârnWorld]] [[Category:Movement]] [[Category:Watch]]

Latest revision as of 09:27, 7 September 2017

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Movement

Watch Routines

We recommend the following sequence for moving characters on the Regional Map. The 24-hour day is divided into six watches, each lasting four hours. The first watch begins at midnight and ends at 4 a.m., and so on.

1. Weather Generation At the beginning of each watch, the GM generates the weather using the weather table (page 58). This is reported to the players, who record it in their journal or log.

2. Encounter Generation The type of encounters possible depends on the terrain being crossed. The GM determines if the players will have any encounters during the watch. If encounters are scheduled, the GM rolls 1d8 for each to determine in which half-hour of the watch they will occur and 1d30 if the exact minute is required. The GM tells the players of encounters only when they actually occur.

3. Movement The GM asks the players in which direction they wish to travel. Using the Movement Rates table, the GM then estimates how far the party can travel, either until the next encounter or the end of the watch, whichever comes first. He should then move the party on his map, describing as necessary the terrain crossed. Once all business arising from record-keeping, player mapping, and encounters has been dealt with, steps 1–3 are repeated for the next watch.

Movement Table

Movement rates are at GM discretion. The table is merely a guide. Rates are given in leagues per watch, which is approximately equal to Km/hour. A Hârnic League is 2.5 miles (4 Km). Five leagues equal one hex on a regional map.

The table lists movement rates for vegetation types under three topography classes. Foot means walking at a steady pace, horse means walk/trot when mounted, and cart or wagon rates assume average loads and draft animals. Generally, pack animals move at the Foot rate.

Weather Modifications

Weather conditions modify movement rates (at GM discretion). Rain falling for two or more watches will create mud on trails and unpaved roads, reducing movement by 50%. Ground cover, such as grass or gravel, prevents mud except for very heavy rain (one or more days). If there is no mud, rain reduces movement by only 10–25%.

Snow less than knee-high slows movement by 25–50%; for roads and trails, reduce only 20% if hardpack. Snow deeper than knee-high slows movement dramatically; for this and for blizzards, all movement should be at most one-quarter rate. Individuals wearing skis can move at Foot rate; snowshoes allow the user to move at 50% Foot rate.

Forced Marches

At the expense of incremental fatigue, handled at GM discretion, movement rates may be increased by up to 50% for foot or wagon traffic and 100% for horse traffic.

Sea Movement

Movement at sea depends on wind, weather, tides, type of vessel, familiarity with a waterway, etc. Under optimum conditions of wind and tide, a merchant ship might average 10 leagues (two hexes) per watch, and a warship about 15 leagues under sail and 10 leagues under oar. A detailed maritime routine can be found in the Pilots’ Almanac.

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MOVEMENT Rates
Terrain Foot Horse Cart Wagon
Flat
Paved Road 5 10 5 5
Unpaved Road 5 9 5 4
Trail 5 9 4 3
Cropland/Pasture 4 6 2 1
Mixed Woodland 4 6 2 1
Heathland 4 6 0.5 0.5
Mixed Forest 3 4 0.5 0.5
Needleleaf Forest 3 5 1 0.5
Swamp 1 1 0 0
Rough/Hilly
Paved Road 4 9 4 4
Unpaved Road 4 8 4 3
Trail 4 7 2 1
Cropland/Pasture 3 5 1 0.5
Mixed Woodland 3 5 1 0.5
Heathland 3 5 0.5 0.5
Mixed Forest 2 2 0.5 •
Needleleaf Forest 2 3 0.5 •
Mountains
Paved Road 3 6 3 2
Unpaved Road 3 6 2 1
Trail 3 5 1 0.5
Cold Woodland 2 4 0 0
Alpine Vegetation 2 4 0 0
Mixed Forest 1 1 0 0
Needleleaf Forest 1 2 0 0
Ice/Snow/Rockfield 1 2 0 0
Weather Reductions
Rain 10–25% Snow (Hardpack) 20%
Mud 50% Snow (Over Ankles) 25–50%
Blizzard 75–100% Snow (Over Knees) 75–100%
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