| RayD1978 |
Am looking at long range, high speed, foot travel. Specifically, I have a Sorcerer1/Barbarian4/DragonDisciple6 character with the Run feat and a Constitution of 22.
Overland Movement: Run- a character cannot run over long periods. Running and resting works out to a hustle. A medium barbarian (base speed 40) hustles at a rate of 80 feet per round by table 7-6.
This is -slow- for a high CON character with Run.
Under Combat, Full Round actions, a character can run for their Constitution score in rounds, then must make a Con check each round, starting at a DC 10, with a +1 to the DC for each round passed. Upon failure, character must stop running and rest for 1 minute (10 rounds). During this rest, they can move no faster than a normal move action.
So in my specific case, the character can move at a base 40, times 5 with the Run feat, or 200 feet per round. They can maintain this for 22 rounds, and then must start making Con checks. DC 10, +1 per additional round, with a +6 to make the check. Then, must rest for 10 rounds, with a movement speed of 40, before starting over. Someone who's had a math class in the past decade can try to work out that average.
For far more simple math, assume run for 20 rounds, then rest for 10, before running again. 20 rounds at 200, plus 10 rounds at 40, makes 4400 feet in 30 rounds, for an average of 146.67 feet per round. Well above the 80 given in the Hustle.
So my point to all this rambeling; we need rules to account for long term travel with the Run feat and high constitution.
| Bob Bob Bob |
Why? The rules are already different for Overland Travel.
You'll notice under Hustle that doing it for more than an hour causes nonlethal damage. Hustle is literally just double-moving. When does double-moving start causing you damage otherwise?
Even for a base 10 Con Human without Run they spend (at least) 10 rounds moving 120 feet and 10 rounds moving 30 feet, averaging out to more than 60 feet (at least 75). But Overland Travel rules say they move 60 a round. Clearly this was intentional.
| dragonhunterq |
Overland Movement: Run- a character cannot run over long periods. Running and resting works out to a hustle. A medium barbarian (base speed 40) hustles at a rate of 80 feet per round by table 7-6.
So my point to all this rambeling; we need rules to account for long term travel with the Run feat and high constitution.
you already have the rule, you quoted it. You cannot run over long periods.
The rules for movement by the fraction of a minute are not designed to be used as a comparison to movement by the hour.At some point between a couple of the maybe 3 minute cycles you discuss and a full hour you need to rest for longer, and it all averages out to a hustle.
| Squiggit |
Yeah, the rules exist, but the OP is complaining because the rules do a bad job at modeling their results for characters with high con scores or feats.
The fact is that if my kineticist (very high con, run and endurance) spends 600 rounds in combat running and resting she'll go nearly twice as far as she would if she was instead in overland movement mode.
And that's pretty silly.
Murdock Mudeater
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If you are sending 600 rounds in combat something has gone very very wrong. Especially if all you are doing is running. That is not the way things work. Round by Round combat and activities taking an hour are modelled differently.
Was thinking about this one. A prolonged siege, would likely be done round by round for more than 600 rounds. GM would probably have some system where players resolved 10 rounds at a time for the slow periods. Probably some players resting while others fight, too.
Otherwise agree, combat really shouldn't last longer than an hour in-game.