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| Expanded hiking rulesThe hiking rules, as written in the core books, do not tell the complete story. They gloss over the details, and give you a simple answer which is correct for all completely normal situations, and rather wrong for any unusual situations. With some help from Kromm and the Steve Jackson Games Forums crowd (from the Hiking thread ), I reverse engineered the numbers for more detailed hiking. This is not a house rule per se, so it basically has the same problems as the official rules, as explained in Hiking Reality Check. See the next sections of this page for optional and alternate rules. Your basic hiking Move is equal to your Basic Move x0.4 (modified normally for encumbrance). While moving at this rate, you lose FP equal to (encumbrance level +1). Note from a reader (Gollum): The hint given by Dr Kromm (a day of walk is 12.5 hours of walk) gives a walking speed of move x 0.8 mph, not move x 0.4. Hiking and encumbranceIn a normal situation (as described in the Basic Set), you have 14 hours to hike. Only 12.5 are spent actually hiking, with 1.5 recovering from fatigue (whenever you have taken 3 FP, you rest 30 minutes to recover them). This is as explained in this post from Kromm . Assuming no encumbrance, the end result is that, with a Basic Move of 5, you move at 2 yards/second for 12.5 hours, or about 50 miles. If you apply encumbrance modifiers (x10, x7, x4, x2, x1), you get the following:
These numbers might seem high to most people, but this is explained in this other Kromm post (basically, an average character in GURPS is an average hero, not an average person, so the numbers are a little higher than in reality). Physical fitnessWhat happens if you have Breath Control? Or if you are Very Fit (or Unfit)? What if you only have six hours to get where you are going? Would you rest, or push and arrive at -6 FP? distance = hiking Move x2 mph, reduced -10% per FP/hour The following modifications are possible:
Other options can be considered:
Example: Henry Hiker has 12 FP, Move 5, the Fit advantage, and is at Light encumbrance. He decides to do a forced march until he is at 4 FP. It will cost him 1 FP per hour (due to the Fit advantage), and his Hiking Move is 1.6, or 3.2 mph. He hikes for 8 hours and travels 25.6 miles, and then collapses, exhausted. Example: You can also combine these. Henry Hiker could hike normally for 6 hours of the 14 hour day (travelling 17.4 miles) and then forced march for the next 8 hours (travelling 25.6 miles) for a total of 43 miles... slightly further than he would have gotten without forced marching. If Henry Hiker had no encumbrance at all, he could have forced marched the whole day (14 hours) at Move 2, for a total distance of 56 miles (and he wouldn't have been completely exhausted at the end, with 6 FP left). Optional rulesLongterm FatigueThis house rule has been suggested in a few places, but the essence of it is this: for every n FP you lose and recover in a single day, you take 1 longterm FP damage. Longterm FP damage is treated like starvation fatigue, in that you recover 3 FP per full day of rest and meals. The exact value of n can be debated, but 3 seems to work reasonably well. For hiking, this means that 5 hours of non-stop hiking will cost you 1 longterm FP. If you assume that you rest of 30 minutes every 3 hours, then a 6 hour hike will cost you 1 longterm FP (and you will be able to afford quite a few days of that pace before needing to take a day or two off for rest. A 14 hour hike, on the other hand, with 12.5 hours worth of fatigue loss, will cost 4 longterm FP per day, and a mere two days of it will have you dragging or collapsing. The problem with this house rule is that there are a lot of things which cost fatigue in a campaign (particularly a campaign with magic), and this will greatly reduce the amount of these things that P Cs can afford to do. |
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