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Alternate Travel Rules
Alternate Travel Rules
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Travel On!
In many campaigns, travel is handled in one
Travel and Time
These rules are left intentionally
of two ways. The first way involves rolling an
vague in terms of distance and length
underwhelming, often under-cooked random
of time. Some groups might want a
encounter or two that parties effortlessly crush.
single set of rolls to cover a single
Unless, for some reason, they roll the one result with
day, while others might be interested
the random red dragon that they probably would have
in filling a week or a month with
heard about when they encounter those friendly elves
a single group of results. Some
before. The other method is that travel is completely
campaigns might establish that a given
glossed over when it’s narratively inconvenient.
trip will be rolled for daily while
Neither of these options seem particularly interesting
the next, much longer trip the party
from a worldbuilding and table engagement point of
undergoes will use weekly rolls. This
view. A massive, biome shaking threat like a dragon
is perfectly fine and the flexibility of
shouldn’t be relegated to a random chance and the
these rules is more than capable of
idea of fighting a handful of low threat enemies
handling such changes, even within a
seems trivial when you consider that the party will
single campaign.
regain all of their limited use resources immediately
after the fight.
That’s where the improved travel rules come
in. Travel has the potential to be an incredibly
interesting, engaging, and important part of a
campaign that can be so much more than how the Travel Rules
most popular roleplaying game around has handled Inspired by the excellent travel rules from other
it over the course of its decades long history. This roleplaying games, especially Ryuutama, these
alternate ruleset will tax player characters in alternate travel rules are broken down into three,
ways that they are not prepared for. It will place interconnected checks: Travel, Orientation, and
importance on the act of travel, pathfinding, and Camping. Travel Checks cover the actual, physical act
setting up camp without being overly complicated. of moving from point A to point B, Orientation Checks
are made by a single character to ensure the party is
heading in the right direction and does not get lost,
and the Camping Checks cover setting up the camp
site, securing food, preparing meals, and the sleep
Roleplay the Journey quality each character gets.
Taking cues from Powered by the Apocalypse
It is vitally important that everyone at the table
remember that these rolls are not just a series of games, these rolls have tiered levels of success and
silent die rolls made to fill a quota. Success and failure instead of the binary results that are common
failure should be met with appropriate, in-game in d20 games. What this means is that even if
reactions from both the player characters and someone rolls under the DC of a check they can still
the environment itself. Failures should lead to partially succeed with some complications. Similar to
interesting, compromising situations where the Savage Worlds, if a character rolls exceptionally well
unity of a party can be tested and either solidified they don’t just succeed, they do so with benefits. These
or fractured. DM’s should find interesting ways thresholds are set at +5 above and -5 below the DC of
to describe the world the party travels through: the skill check, with a normal success and a normal
the difference between various campsites, how a failure filling in the middle. Each result is described in
forgotten backroad has a different atmosphere greater detail in the sections detailing the alternative
and mystique than that of a well-traveled trade travel rules.
route, the way the harsh storm from the night These rules also modify how long rests work.
prior has given way to the gentle din of a drizzle. Characters no longer recover any Hit Dice or long rest
These evocative moments help the world feel class features during a long rest. Instead, characters
alive and can give players goosebumps in what who succeed at Camping checks have the ability to
would otherwise be an unremarkable roll. recover “resources.” A resource refers to any class
If you’re just rolling dice because you feel like feature that requires a long rest before it can be used
you have to then perhaps glossing over travel again. In the case of spell slots, the character can
that is not directly connected to the plot would recover all uses of a single spell level as a resource.
better suit your playstyle and that’s okay!
Travel Check a small break. One character is chosen to make
The Travel Check is the first check and is made by the Orientation check, which is an Intelligence
all characters. It is a Constitution saving throw (Cartographer’s Tools) check with a DC set by the
with a DC set by the Terrain DC and the Weather DC Terrain DC and the Weather DC Modifiers listed
Modifiers listed below. A Dungeon Master should below. A second character that is proficient with
make sure to highlight the nature of a given area and cartographer’s tools can assist the primary character,
the weather’s challenges and natural splendor. giving them advantage on their roll.
Travel Checks are a fantastic time to describe the Orientation Checks might have a character cresting
setting, allow for some light chit-chat between party a hill, climbing a tree, consulting the stars, and double
members (such as briefly touching on an ongoing checking their map and compass. If a character is
point of drama), or to let characters reflect on assisting, it is also a great time for a small moment
previous events. between the two.