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Culture War Roundup for the week of December 9, 2024

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In practice, 24 mi in eight hours would make me assume the party was made up entirely of marathon runners.

Obligatory mention that GURPS, unlike Dungeons & Dragons, has multiple sets of rules for long-distance travel, depending on how much detail you want. Assuming default humans with no encumbrance at all:

  • Basic Set p. 351: Hiking achieves a speed of 50 miles per day, at no cost.
  • Low-Tech Companion 2: Weapons and Warriors p. 32: Hiking achieves a speed of 2.5 miles per hour, at a cost of 1 FP (Fatigue Point) per hour. Once you've lost 7 FP, you move at half speed. Resting regenerates 6 FP per hour. Some quick algebra indicates that the optimal strategy for a 16-hour day is 14 hours and 40 minutes of hiking mixed with 1 hour and 20 minutes of resting, for an overall speed of 37 miles per day. But you may want to keep your FP higher than 3, just in case you are ambushed while hiking.
    • The Last Gasp (Pyramid vol. 3 iss. 44 (Alternate GURPS II) p. 4): It's unrealistic that your speed isn't reduced until you've lost an entire 7 FP. Instead, your speed is reduced by one-fifth after you've lost 5 FP, and by two-fifths after you've lost 9 FP. Also, it's unrealistic that your FP regenerate at 6 per hour. Instead, your reservoir of FP is divided into 5 points of mild fatigue, which regenerate at 1 FP per 2 hours, and 5 points of severe fatigue, which regenerate at 1 FP per 8 hours. Some quick algebra indicates that the optimal strategy for a 16-hour day is 8 hours and 40 minutes of hiking mixed with 7 hours and 20 minutes of resting, for an overall speed of 22 miles per day.
  • Dungeon Fantasy 16: Wilderness Adventures p. 21: Hiking achieves a speed of 2.5 miles per hour. Instead of doing a bunch of finicky FP math, just assume that you spend 30 minutes striking camp in the morning, 3 hours resting throughout the day, 30 minutes pitching camp in the evening, and 12 hours actually walking, for an overall speed of 30 miles per day. If you are ambushed while hiking, you are missing 1 FP when the encounter starts.

Seems like the best rule would be something like "pick an exertion level from "Gentle Amble" to "Forced March". Multiply by the difficulty of terrain and individual encumbrance. That's how much fatigue you gain per hour of marching.
The straight-line distance you travel is your march speed x hours x terrain difficulty modifier (from "marked highway" to "the cursed swamp-forest maze of fuck-you."
Tune the table so the DM can have players traveling from 0-40 miles a day.

So you're only moving at the speed of your slowest party member, and the wizard is going to arrive more tired than the monk-ranger. Maybe have him ride the barbarian or use a few spell slots on Harkonnen's Floating Fatass

GURPS also incorporates rules for forced marching, terrain difficulty, and encumbrance, but I omitted them from this simplified overview.

Ahem