|
Post by hunterkiller725 on Sept 7, 2013 23:25:24 GMT
you can get a swim speed at lvl 1 then just swim along the coast at 2 hexes an mp would get you around fast
|
|
|
Post by Deleted on Sept 7, 2013 23:29:17 GMT
How do you get this swim speed?
|
|
|
Post by hunterkiller725 on Sept 7, 2013 23:30:00 GMT
gillman
|
|
|
Post by Magistrate Wizzle on Sept 8, 2013 3:43:09 GMT
orrrrr. you can just buy a horse when you make your character...
|
|
|
Post by hunterkiller725 on Sept 8, 2013 4:37:59 GMT
my next next character is a gillman thats why ive been asking all the swim/water quistions
|
|
Del
Heraldry of Nise
Listening to the floating lady in the sky...
Posts: 128
|
Post by Del on Sept 19, 2013 1:24:51 GMT
Does the 2 encounter stopping movement include encounters you choose not to engage in or only ones that you fight?
Might I suggest that we alter the wording to clarify this?
personally I would think 2 encounters that are engaged stops movement for the rest of the day.
Encounters not engaged would hamper movement at a much slower rate 1/4 that of engaged encounters thus it would take 8 encounters not engaged to stop movement.
This rate of hindrance is totally up for adjustment just my guess at a more equitable solution.
|
|
|
Post by Magistrate Bookkeeper Worm on Sept 19, 2013 20:12:43 GMT
Movement still stops at 2 encounters during a full overland or 2-day move. This represents the extra time you need to skirt around the encounter safely.
|
|
Del
Heraldry of Nise
Listening to the floating lady in the sky...
Posts: 128
|
Post by Del on Sept 19, 2013 20:59:47 GMT
That makes sense.
Could I suggest each encounter then reduces the available hex moves by 50% rounding up because a boat that can move 12 hexes as opposed to someone on foot moving 4 makes it hard to justify that both full stop after 2 encounters.
|
|
|
Post by Magistrate Bookkeeper Worm on Sept 24, 2013 5:36:30 GMT
That is an interesting suggestion Del... I do actually would like the updated movement on coastline and Rivers for boats though... There are some that say it's water and there are those that say it's confined and you have to go slower.
If open ocean movement is 12, coastline should be 6 (if they all are in Coast), and Rivers 4.
In essence Boat gets 12 hexes: Open ocean costs 1, Coastline costs 2, River costs 3. If you don't have enough movement to get to the next hex you don't make it there (which could end up with left over movement. Also Searching an Ocean square (hunting because you can't claim) in the 1.3 book said it costs 2 days. In Movement Points it would be half it's movement or 6hexes if they wanted to look for something to kill. There of course is then the difficulty of how are you reaching the creature, and if it just dives and goes away.
|
|
|
Post by Magistrate Wizzle on Sept 26, 2013 23:32:38 GMT
The way it works is seperating rowing from sailing. A boat that is off the coast and in deep water can use its sails to move and therefore does not require to actively work at moving forward. Because of this they are able to move for all 24 hours of a day. Along coast and in rivers they are required to row. This requires them to actively exert energy and with pathfinder rules cannot do so for more than 8 hours. That is why you see the difference in speed being so great from coast to deepsea.
And with sea encounters it makes sense to leave it as is stopping after 2 encounters because doing sharp changes of course damages ship masts. They must spend time to repair that.
|
|