Difference between revisions of "Forced March"

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Each successful constitution check allows the character to continue functioning for an additional hour of activity; with regards to combat, the check is made to learn if the character's able to remain combat effective for another five rounds.  Further checks are made following the additional hour or combat rounds; should a check fail, the character is spent — their physical reserves exhausted. At that point, the character must rest, being unable to act otherwise, regardless of the activity.
 
Each successful constitution check allows the character to continue functioning for an additional hour of activity; with regards to combat, the check is made to learn if the character's able to remain combat effective for another five rounds.  Further checks are made following the additional hour or combat rounds; should a check fail, the character is spent — their physical reserves exhausted. At that point, the character must rest, being unable to act otherwise, regardless of the activity.
  
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|+Forced March Limits
 
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! style="width:75px;" rowspan="2"|Constitution !! colspan="4"|Hours of Activity without a Check !! style="width:75px;" rowspan="2"|combat rounds/day
 
! style="width:75px;" rowspan="2"|Constitution !! colspan="4"|Hours of Activity without a Check !! style="width:75px;" rowspan="2"|combat rounds/day

Revision as of 19:42, 27 March 2025

Forced marches occur when a group of soldiers, travellers or adventurers are pushed to travel farther or faster than the distance that may normally be covered in the space of a day, depending on the terrain. This often occurs for reasons of urgency, where time is scarce and threats are imminent. A forced march usually exceeds the group's comfortable daily limits, causing exhaustion, reduced combat readiness, or physical strain. In game terms, it typically means extra distance at the cost of fatigue, requiring a constitution check and the need to rest afterward to restore penalties or avoid injuries.

The system outlines the mechanics for making exhaustion checks, which are used to determine how long a character can remain physically active before becoming unable to continue. Each character's threshold for exhaustion is based on their constitution score, which determines how much sustained activity they can endure before fatigue overtakes them. The Forced March Limits table indicates the point at which a humanoid character must begin making checks to avoid exhaustion.

Each successful constitution check allows the character to continue functioning for an additional hour of activity; with regards to combat, the check is made to learn if the character's able to remain combat effective for another five rounds. Further checks are made following the additional hour or combat rounds; should a check fail, the character is spent — their physical reserves exhausted. At that point, the character must rest, being unable to act otherwise, regardless of the activity.

Forced March Limits
Constitution Hours of Activity without a Check combat rounds/day
travel hard physical labour light physical labour light mental labour
3 3 1 1 1 7
4 4 1 2 3 15
5 6 2 3 6 25
6 9 3 5 10 35
7 10 5 8 10 45
8 10 8 10 10 60
9 10 10 10 10 75
10 10 10 10 10 90
11 10 10 10 10 110
12 10 10 10 10 130
13 10 10 10 10 150
14 10 10 10 10 175
15 10 10 10 11 200
16 11 10 10 11 225
17 11 10 11 12 260
18+ 12 11 12 13 300