So I keep thinking about popping open my 3rd ed book just for the travel distance rules. Is there any particular flaw in using it for figuring out basic distances from a village to a city or a capitol to a capital?
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Do people still find the 2nd ed Travel Distance chart useful in 3rd ed?
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I think the chart is useful just as a basic reminded of what kinds of distances various things are likely to cover, but it doesn't really need the associated calculations based on roads and maps and things. I think that in any case where such a complication might be meaningful, it should be incorporated into (if it's not big enough to be the focus of) a scene taking place in that transition, just to help there be a bit more action than simply stating "two weeks pass, and you arrive in Nexus".
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I think such things are useful but in my group now they'd only really be good for working out the movement of mortals connected to the campaign. I reckon that a mortal refugee train can probably do twenty miles a day, and that seems reasonable. My group has two Sorcerers with spells that allow them to fly pretty effing fast, though. I almost wish that they had kept such things out of the game, really, it does make distances feel a lot shorter, but I get that summoning a whirlwind to travel in is classic sorcerer territory and also not exactly much of a stretch. I just think that with it and Flight of the Brilliant Raptor a PC can start to feel less like a Sorcerer and more like an F-16, though I suppose to an extent that comes down to how one plays it.
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Originally posted by Solar View PostI think such things are useful but in my group now they'd only really be good for working out the movement of mortals connected to the campaign. I reckon that a mortal refugee train can probably do twenty miles a day, and that seems reasonable. My group has two Sorcerers with spells that allow them to fly pretty effing fast, though. I almost wish that they had kept such things out of the game, really, it does make distances feel a lot shorter, but I get that summoning a whirlwind to travel in is classic sorcerer territory and also not exactly much of a stretch. I just think that with it and Flight of the Brilliant Raptor a PC can start to feel less like a Sorcerer and more like an F-16, though I suppose to an extent that comes down to how one plays it.
My solution? Stormwind rider travels 20mph, not 75. They're still the fastest thing in the setting. That's damn impressive! A day's travel in an hour! A weeks travel in a day! When you set expectations properly it feels just fine to the players.
I'd say a refugee train is more like 10 miles per day, or slower depending on conditions. 25 miles per day is legion speed - how fast a group of fit, well rested, organized soldiers can travel.
Also, yes, the chart was useful - I referenced it all the time as a ST - but it was impossible to find before I just memorized the page number.
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I play Exalted sandbox so that 2e chart sees a lot of use. Not just for PC but NPCs need it too. If I have the time to invest in making a game very in depth it also factors very heavily into how quickly news travels across Creation. Players with fast travel could easily arrive at places before stories of their deeds. I also use it to determine when players come into contact with news of what is happening elsewhere in Creation. When the players get a plot hook and how long it takes them to respond, if they respond, determines how advanced the situation becomes.
So yeah, travel info is really important for a sandbox game.
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I always felt Exalted should be able to do phenomenally just by jogging.
So for running somewhere would you roll athletics or resistance and stamina?
What would one roll represent an hour in normal conditions or distance. Would distance be the way to go so you can represent an insane roll as great distance?
I figured Solars that can double the dice pool of a national marathon runner, should be outdoing a horse in speed with basic non super speed charms. And a tireless lunar that goes eagle form should zoom past a normal eagle.
The shards chase rules are they good to salvage for third ed? Is it the first to get ten successes or the first to get 10 more successes then the other the one to win in a basic arrest him scene?
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Originally posted by Eldagusto View PostI always felt Exalted should be able to do phenomenally just by jogging.
So for running somewhere would you roll athletics or resistance and stamina?
What would one roll represent an hour in normal conditions or distance. Would distance be the way to go so you can represent an insane roll as great distance?
I figured Solars that can double the dice pool of a national marathon runner, should be outdoing a horse in speed with basic non super speed charms. And a tireless lunar that goes eagle form should zoom past a normal eagle.
The shards chase rules are they good to salvage for third ed? Is it the first to get ten successes or the first to get 10 more successes then the other the one to win in a basic arrest him scene?
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I don't know if it's consistent with various systems in Ex3 (i.e. Sail and ship speed), but I still eyeball the table when I want to get a sense of how long a journey will take.
The shards chase rules are they good to salvage for third ed?
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Originally posted by Eldagusto View PostI always felt Exalted should be able to do phenomenally just by jogging.
Not exactly a guarantee in Creation.
Ever accidentally land a step wrong, turn your ankle, et cetera.? It's a lot worse when you're going really fast.
Originally posted by Eldagusto View PostSo for running somewhere would you roll athletics or resistance and stamina?
Originally posted by Eldagusto View PostWhat would one roll represent an hour in normal conditions or distance.
Originally posted by Eldagusto View PostWould distance be the way to go so you can represent an insane roll as great distance?
Originally posted by Eldagusto View PostI figured Solars that can double the dice pool of a national marathon runner…
Originally posted by Eldagusto View Post…should be outdoing a horse in speed with basic non super speed charms.
He/him
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You're welcome to your opinion, but, having watched both Usain Bolt and a horse run (admittedly not against each other, but still…), I respectfully disagree.
Absent other Charms, a Solar "that can double the dice pool of a master blacksmith" isn't making a horseshoe any faster when he applies his amazing dice pool.
I wouldn't have them roll anything, unless the results were going to be significant to the story. If they're trying to beat someone there, maybe.
Jogging is great when there's a good solid, well-traveled road under your feet, with a minimum of bandits.
Not exactly a guarantee in Creation.
Ever accidentally land a step wrong, turn your ankle, et cetera.? It's a lot worse when you're going really fast.
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Originally posted by Robert Vance View PostI don't know if it's consistent with various systems in Ex3 (i.e. Sail and ship speed), but I still eyeball the table when I want to get a sense of how long a journey will take.
The chase rules are just an extended roll with some extra widgets. Oughta work just fine with minimal conversion.
Its very useful for me figuring out how far a way say village is if it takes a week to travel to and from.
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Originally posted by Eldagusto View PostHumans in Creation can literally have the potentially to beat a gorilla in an arm wrestling match, or tackle a bison to the ground. Basic charms allow you to leap over a twenty foot wall.
Absent magic making them capable of such, a human just plain does not run as fast as a horse can.
Originally posted by Eldagusto View PostIf you request it like, you are at a horseshoe making contest, I don't see why not.
Originally posted by Eldagusto View PostEspecially if your crafting project is making a batch of horseshoes.
Originally posted by Eldagusto View PostWhy else would they be running.
Originally posted by Eldagusto View PostlExalted can pull off some non standard running, like the tree branch jumping in Naruto, or running like a wolf through the forest or hills.
He/him
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