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== Rules for Long Distance Travel == Have been sort of playing it by ear, but I have now written up my rules for hiking. Hiking is a skill not really adequately explained in the T:EPT book, here is my interpretation. '''Base distances:''' Sakbe Road 20 tsan/day Paved Road 15 tsan/day Unpaved Road 10 tsan/day Cross country β flat 8 tsan/day Cross country β hills/open woodland/desert 7 tsan Cross country β dense woodland/jungle 5 tsan Swamp 3 tsan Success at a Hiking roll is required or persons will take damage to reflect tiredness and exhaustion β however exhaustion damage is recovered at a rate of 1 point per 3 hours of decent rest (camping and sleeping, night in a dormitory) or per 6 hours of not so decent rest (trying to have a kip in a clump of bushes) and in some really awful areas it may not be possible to get much rest at all (dozing while perched in a spiny and semi-toxic tree in the Shikel swamps being eaten alive by insects and hunted down by really peeved Hluturgu). Special facilities such as massage, bath, decent meal and so on (usually only available at a clanhouse) adds 1d10 to points recovered. I really ought to impose a minimum penalty of 1 point of proper damage per day β not even elite military supermen can march umpteen miles a day forever without a break. Yes, marching is tiring, and unfit characters will eventually suffer so much damage they will suffer penalties and if they stomp across half of Tsolyanu they will ultimately collapse from exhaustion and require a week in bed to get over it. At the very least an inter-city march will need a day or so to recover from. However there are lots of ways soft city dwellers can make life easier for themselves, and hardy peasants and soldiers can get to go faster.
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