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Total distance per day for different travel paces?

The travel pace description and table on page 181-182 of the Player’s Handbook states that a normal travel day may contain 8 hours, and gives the following table:

Why is there an difference of 2 miles for fast and slow pace?

3 Answers 3

So that miles/day can be multiples of 6, to translate into integer values for hexes/day on kingdom and continent scales.

For kingdom maps, 1 hex = 6 miles so:

  • Fast = 5 hex/day
  • Normal = 4 hex/day
  • Slow = 3 hex/day

For continent maps, 1 hex = 60 miles so:

  • Fast = 2 days / 1 hex
  • Normal = 5 days / 2 hexes
  • Slow = 10 days / 3 hexes

If you’re not a multiple of 6, then it can get more complicated with the math. And while I’d love to do the math, some people think it’s not as fun as I do.

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This answer ” Do the map scales suggested in the DMG tie into any rules? ” gives some insight to this. It seems to just be a matter of convenience when traveling across maps that follow the scales recommended in the Dungeon Master’s Guide (as well as, I assume, some pre-made campaigns which follow the DMG guidelines).

The book does not say, and I found no develop commentary; speculation follows:

It does make some sense that the faster pace would result in less than the expected number of miles and the slower pace would result in more than the expected number (walking faster is harder, and walking slower is easier). So that’s one small potential reason for the difference.

Also, as user Mathaddict pointed out in their answer, it is likely so that all the numbers are divisible by 6, making them far more useful for hexagonal grids.

And that’s about all I can think of. The only other thing to I would note is that these are all approximations anyway, and not very good ones at that:

Travel Pace Table

Here is the DnD Beyond version of the table:

The “Distance per Hour” entries are all rounded down from what we would calculate using the “Distance per Minute” entries (4.54, 3.41, and 2.27 miles).

Furthermore, if we take the 400 foot pace and extend it to 8 hours, we would get 192,000 feet, or 36.363636 miles.
Similarly, with the normal pace of 300 feet, we’d actually get 27.272727 miles.
And with the slow pace of 200 feet, we’d get 18.181818 miles.

This isn’t any sort of reason for why the numbers are wrong, I’m just pointing out that even if they were “right” going off the “Distance per Hour” entries, they would still be wrong going off the “Distance per Minute” entries. More accurate Distance per Day entries would likely be 36/27/18

How Many Miles Can Travel A Day Dnd

So, according to the regulations, a traveler on a horse at a regular pace (3 miles per hr) will cover regarding 24 miles in an 8-hour day. If you make the equine gallop for an hour every day (fast lane for a steed being 8 miles per hr), that vary increases to 29 miles.

How long is a day in DND?

In D&D, a day takes a minute, ten mins takes ten minutes, as well as one min takes a hr.

How long is a day’s ride by horse?

Exactly how far was a day’s ride in the Old West era? The range would certainly depend on the surface, but a typical day’s flight would certainly be 30 to 40 miles. On sloping surface, an equine could make 25 to 30 miles. If the land was hilly, one could go 15 to 20 miles.

How far can an adventurer travel in a day?

Adventurer strolling at typical pace travels 24 miles/8 hours (3 miles/1 hour); Adventurer walking at “quick” pace takes a trip 4 miles/1 hr with a -5 charge to Easy Understanding, adventurer on place with 60ft rate travels 48 miles/8 hrs (6 miles/1 hr), traveler on place with 60ft speed while galloping travels 8 …

How far can DnD characters jump?

What’s The Furthest I Can Enter 5e? The lengthiest range you can enter DnD 5e with a stamina score of 15 would be 15 feet horizontally. This needs a running beginning, which is defined as 10 feet of running space. Without the running beginning the number is cut in half, as well as rounded down.

How does travel work in DnD?

For every extra hour of traveling beyond 8 hours, the personalities cover the range shown in the Hour column for their rate, as well as each personality needs to make a Constitution saving toss at the end of the hr. The DC is 10 + 1 for every hour past 8 hrs.

How long is 1 hour in D&D combat?

6 seconds for a round, as well as the round contains all the turns in that round. Program task on this blog post. correct1 minute amounts to 10 rounds10 mins = 100 roundsan hour, God prohibited a fight needs to take that long, amounts to 600 rounds of everyone as well as every thing deviating.

How long is a D&D hour?

1 Simple task = 15 minutes/. 25 hours & 1 complex task = 1 hr.

Do clocks exist in D&D?

Definitely. In the 1360s, Waterdeep (and also some other cities) rang bells throughout the daylit hours (matching of hrs), adhering to magical, sundial, or holy place (once more, enchanting) clocks.

What is the fastest flying creature in DND 5e?

Pegasi are greatly valued for their speed, that makes them practically the fastest things in the air.

D&D 5th Edition

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Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous Mountain slope—all sorts of Movement play a key role in fantasy gaming Adventures.

The GM can summarize the adventurers’ Movement without calculating exact distances or Travel times: “You Travel through the Forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize Movement between encounters: “After killing the Guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining Travel time depend on two factors: the speed and Travel pace of the Creatures moving and the terrain they’re moving over.

Speed

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic Movement in the midst of a life- threatening situation.
The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of Adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any Effect. A fast pace makes Characters less perceptive, while a slow pace makes it possible to sneak around and to Search an area more carefully.

Forced March. The Travel Pace table assumes that Characters Travel for 8 hours in day. They can push on beyond that limit, at the risk of Exhaustion.
For each additional hour of Travel beyond 8 hours, the Characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour.
The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion (see Conditions ).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than Humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh Mounts are available every 8 to 10 miles, Characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other Land Vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to Travel for up to 24 hours per day.

Certain Special Mounts, such as a Pegasus or Griffon, or Special vehicles, such as a carpet of Flying, allow you to Travel more swiftly.

Travel Pace and Effects

Pace Distance Traveled per. Effect
Minute Hour Day
Fast 400 feet 4 miles 30 miles −5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use Stealth

Difficult Terrain

The Travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But Adventurers often face dense Forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered Difficult Terrain.

You move at half speed in difficult terrain— moving 1 foot in Difficult Terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Special Types of Movement

Movement through dangerous Dungeons or Wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

While climbing or Swimming, each foot of Movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or Swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a Long Jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of Movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a High Jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of Movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

Source https://rpg.stackexchange.com/questions/176482/total-distance-per-day-for-different-travel-paces

Source https://theprospect.net/how-many-miles-can-travel-a-day-dnd/

Source https://roll20.net/compendium/dnd5e/Movement

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