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Pathfinder Arabian Nights
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=== Ship Movement === Ships move 1d3 hexes per 24 hours on the world map. If a ship wishes to sail for less than 24 hours, roll for how far they would move in a full 24 hour span and then scale it back, rounded down. Example: <pre>You decide to sail for 12 hours, you roll a 3 on the movement distance. So it would move 3/24 = 0.125 hexes per hour this turn. Since you sailed for 12 hours this turn, your ship moved 12 x 0.125 = 1.5 hexes. Rounding down it moved 1 hex in 12 hours.</pre> In situations like this it is entirely possible a ship does not move any hexes in a turn. This will be chalked up to bad weather conditions or navigation, you went in circles for a few hours. Before rolling movement, you must plot a course. You cannot plot your course after the movement die has been rolled. This is to avoid meta gaming situations where if you know you are only going 1 hex this turn you might hug the coastline for that turn. So you have to declare your heading before the roll is made.
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