Getting There is Half the Fun 2.0


Homebrew and House Rules


I developed a new set of relatively simplified traveling rules for pathfinder to make it more quick and fun. These new rules are designed to give the PCs more choices while greatly reducing the tracking of minutiae. They are an amalgam of rules devised for the Tomb of Annihilation by Wizards of the Coast, travel rules by The Angry GM, and exploration rules by Paizo. I am curious to see what about any feedback that you might have. Thanks.

DOCUMENT: Here is a link to the homebrewery site (it only seems to work when opened in Chorme): Getting There is Half the Fun 2.0

Here is a very brief Outline of the steps:
1) Determine Location on Map
2) Determine Weather (Optional)
3) Party Decides Pace & Direction: Let the players determine what direction the party wants to go, and whether they plan to move at normal pace, a fast pace, or slow pace. During this phase the party may also determine if they are going to explore a hex or travel through it.
4) Party Decides Roles: Each morning the part member selects which role they would like to take for the day. They choose from 6 roles: Navigator, Watch, Forager, Inspiration, Scout, Chaplain, or Cartographer.
5) Navigation: After the roles are chosen, the GM will make a Survival check on the Navigator's behalf to determine if the party is becomes lost.
6) Exploration Check (Optional)
7) Narrate Daily Events
Role for and Run Daily Encounters
The GM should narrate the journey and any daily encounters during this step before recapping how far they traveled and resting for the night.
8) Determine Distance Traveled: On a Hex map, each Hex measures 12 miles across. Characters moving at normal pace can travel 1 hex per day on foot or 2 hexes per day by boat or mount. If the PCs move at a fast pace, determine their progress by rolling a d4. On a roll of 3 or 4, they advance one additional hex that day. If the PCs move at a slow pace, determine their progress by rolling a d4. On a roll of 1 or 2 they advance 1 fewer hexes that day (in other words 1 hex by mount or none by foot)
9) Night: The Forager will roll to see if they have gathered enough food and water during the day. If the roll fails, the party must decide to either eat trail rations or starve. The GM will then implement the starvation & dehydration rules.
Run Night Encounters
When the PCs stop to make camp at night assume everyone is on watch throughout the night and roll randomly to determine who is awake if an encounter is triggered by the dice.

CREDIT: These websites, books, and games were a huge help in making this document:
Getting There is Half the Fun by The Angry GM
The Tomb of Annihilation by Wizards of the Coast
Pathfinder Exploration by Paizo
Ultimate Wilderness by Paizo
Ultimate Campaign by Paizo
Kingmaker by Owlcat Games

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