Forced March, Nonleathal, and Fatigue


Rules Questions


Forced March: wrote:

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Healing Nonlethal wrote:
You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Unlike deprivation damage you can heal this damage without removing the issue first, so a quick question since I don't imagine your supposed to be able to walk forever just for being 6th level...

How is this supposed to actually work?


The fatigued condition doesn't go away with the nonlethal damage, and when you fail the next save you're going to become exhausted and only be able to move at half speed (plus nasty penalties to Str/Dex).

With that said, though, there are no written rules specifying that you can't just stay exhausted and march at half-speed forever.

I did just find an odd reference which could possibly explain this...

PRD: Combat wrote:
Other effects, such as heat or being exhausted, also deal nonlethal damage.
PRD: Glossary wrote:
Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Huh... that's odd.


Normally the Fatigue Condition wouldn't go away (such as cases of deprivation from starvation and thirst) but the second last line of forced march specifically says the fatigue will end when the nonlethal damage is gone) I don't see the problem with a cure light wounds giving you an extra hour or 2 because a long walks effects might honestly be nothing more then very tiny wounds all throughout your body and muscles.


Lady Melo wrote:
Forced March: wrote:

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Healing Nonlethal wrote:
You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Unlike deprivation damage you can heal this damage without removing the issue first, so a quick question since I don't imagine your supposed to be able to walk forever just for being 6th level...

How is this supposed to actually work?

I don't allow natural nonlethal healing to occur during a forced march. I justify this as you don't heal attribute damage from a disease or curse while still under that affliction. This is totally just what I see as RAI (generalizing from other rules), and not RAW. RAW, it might be the case that 6th level characters can walk forever.


So, a party with a cleric can walk forever (or until they fall to sleep)? It's not like the cleric would run out of channels, or his happy stick.

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