Laurefindel
2015-04-16, 07:55 PM
The idea is simple; each day emulates the combat round structure. Therefore during each day, you can move up to half the distance* in miles allowed by your speed and take one overland action. Just like in a combat round, you decide whether to move first, take an action first or break-up your move in any ways.
*during a full day of march, you take the Dash overland action and therefore move up to the full distance as described in the Player's Handbook.
This is still a draft, but it should give you a good idea. All comments/suggestions/criticisms are welcome
A short rest is considered a overland bonus action.
ATTACK
The most common Attack overland action is to overcome an obstacle blocking your movement, such as a climbing a cliff or crossing a torrent.
With this action, you make a Strength (Athletics) check or fail to move beyond the obstacle. The DC is based on the severity of the obstacle to overcome.
Type of Obstacle DC
Routine 10
Challenging 15
Daunting 20
Specialized equipment +5
Harsh Weather -5
Certain spells like spider climb or features such as the Wild Shape feature of the druid, allow a character to automatically succeed on the Strength (Athletics) check or even bypass the obstacle completely without having to spend an Overland-Attack action to proceed to its destination.
CAST A SPELL
Spellcasters such as wizards and clerics have access to spells and can use them to great effect. Most spell do have a casting time of 1 action but a few, such as astral projection or raise dead, do have a casting time of 1 hour or more.
Casting such a spell is not necessarily an Overland Action. Spells with a casting time of 1 hour may be cast as an overland bonus action, provided that you haven’t already taken an overland bonus action this day. You can cast another spell with a casting time of 1 hour during the same day or if you have already taken your overland bonus action, but you must take the Cast a Spell overland action in that case
To cast a spell with a casting time of 8 hours, such as awaken or plant growth, but you must also take the Cast a Spell overland action.
To cast a spell with a casting time of 12 hours such as simulacrum or 24 hours such as hallow, you must dedicate you whole day to such activity. You cannot take an overland movement, an overland bonus action or an overland reaction when casting a spell with a casting time of 12 or 24 hours.
DASH
When you take the Dash overland action, you gain an extra overland movement for the current day. The increase equals your speed after applying terrain, conditions, pace or any other modifiers.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 12 miles is reduced to 10 miles, for instance, you can move up to 20 miles this day if you dash.
DISENGAGE
If you take the Overland Disengage action, your movement does provoke Wisdom (Perception) checks until you take a long rest. If you are actively evading creatures present in an area, you must make a Dexterity (Stealth) check against the passive perception of any creature on watch or that actively searches for intruders or signs your presence.
DODGE
When you take the Overland Dodge action, you focus entirely on evading patrols and sentries. Until you finish a long rest, any Intelligence (Investigation) or Wisdom (Survival) check made against you has disadvantage if you are aware of your pursuers, and you make Wisdom saving throw made to resist divination magic or scrying sensors with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
HELP
You can lend your aid to another creature in the completion of an overland task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you were helping with, provided that it makes the task before it takes a long rest.
HIDE
When you take the Hide action, you make a Dexterity (Stealth) check in attempt to hide your encampment or traces of activities, contested by the Wisdom (Perception) or Wisdom (Survival) check of any creature that actively searches for signs of your presence. See chapter 7, for rules on hiding.
READY
Sometimes you want to ambush your foe, or set watch over an area. To do so, you must take the Ready overland action on your turn so that you can act later before you finish a long rest using your overland reaction.
Ambush: To set an ambush, you must make a Dexterity (Stealth) check as if you were using the Hide overland action (see Surprise at page 189 of the Player's Handbook).
Watch: To set a watch on an area, you must make a Wisdom (Perception) check. You can use this result or your passive perception, whichever is higher, until you take a long rest.
SEARCH
When you take the Search overland action, you devote your attention to finding something such as food in the wild, tracks or traces of activity from a creature or group of creatures, ancient ruins rumored to exist in the area or gather information from townsfolk.
Depending on the nature of your search, your DM might have you make a Wisdom (Perception) or Intelligence (Investigation) check. If you are attempting to find something in the wilderness, your DM might allow you to make a Wisdom (Survival) check instead.
Depending on the size of the area covered by your search, you DM may allow you to make the check with advantage or impose disadvantage on the check.
USE AN OBJECT
You normally interact with an object while doing something else, such as setting up camp as part of taking a long rest. When an object requires your overland action for its use, such as constructing a trap or using artisan tools, you take the Use an Object overland action. This action is also useful when you want to interact with NPCs without attempting to gain information from them.
*during a full day of march, you take the Dash overland action and therefore move up to the full distance as described in the Player's Handbook.
This is still a draft, but it should give you a good idea. All comments/suggestions/criticisms are welcome
A short rest is considered a overland bonus action.
ATTACK
The most common Attack overland action is to overcome an obstacle blocking your movement, such as a climbing a cliff or crossing a torrent.
With this action, you make a Strength (Athletics) check or fail to move beyond the obstacle. The DC is based on the severity of the obstacle to overcome.
Type of Obstacle DC
Routine 10
Challenging 15
Daunting 20
Specialized equipment +5
Harsh Weather -5
Certain spells like spider climb or features such as the Wild Shape feature of the druid, allow a character to automatically succeed on the Strength (Athletics) check or even bypass the obstacle completely without having to spend an Overland-Attack action to proceed to its destination.
CAST A SPELL
Spellcasters such as wizards and clerics have access to spells and can use them to great effect. Most spell do have a casting time of 1 action but a few, such as astral projection or raise dead, do have a casting time of 1 hour or more.
Casting such a spell is not necessarily an Overland Action. Spells with a casting time of 1 hour may be cast as an overland bonus action, provided that you haven’t already taken an overland bonus action this day. You can cast another spell with a casting time of 1 hour during the same day or if you have already taken your overland bonus action, but you must take the Cast a Spell overland action in that case
To cast a spell with a casting time of 8 hours, such as awaken or plant growth, but you must also take the Cast a Spell overland action.
To cast a spell with a casting time of 12 hours such as simulacrum or 24 hours such as hallow, you must dedicate you whole day to such activity. You cannot take an overland movement, an overland bonus action or an overland reaction when casting a spell with a casting time of 12 or 24 hours.
DASH
When you take the Dash overland action, you gain an extra overland movement for the current day. The increase equals your speed after applying terrain, conditions, pace or any other modifiers.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 12 miles is reduced to 10 miles, for instance, you can move up to 20 miles this day if you dash.
DISENGAGE
If you take the Overland Disengage action, your movement does provoke Wisdom (Perception) checks until you take a long rest. If you are actively evading creatures present in an area, you must make a Dexterity (Stealth) check against the passive perception of any creature on watch or that actively searches for intruders or signs your presence.
DODGE
When you take the Overland Dodge action, you focus entirely on evading patrols and sentries. Until you finish a long rest, any Intelligence (Investigation) or Wisdom (Survival) check made against you has disadvantage if you are aware of your pursuers, and you make Wisdom saving throw made to resist divination magic or scrying sensors with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
HELP
You can lend your aid to another creature in the completion of an overland task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you were helping with, provided that it makes the task before it takes a long rest.
HIDE
When you take the Hide action, you make a Dexterity (Stealth) check in attempt to hide your encampment or traces of activities, contested by the Wisdom (Perception) or Wisdom (Survival) check of any creature that actively searches for signs of your presence. See chapter 7, for rules on hiding.
READY
Sometimes you want to ambush your foe, or set watch over an area. To do so, you must take the Ready overland action on your turn so that you can act later before you finish a long rest using your overland reaction.
Ambush: To set an ambush, you must make a Dexterity (Stealth) check as if you were using the Hide overland action (see Surprise at page 189 of the Player's Handbook).
Watch: To set a watch on an area, you must make a Wisdom (Perception) check. You can use this result or your passive perception, whichever is higher, until you take a long rest.
SEARCH
When you take the Search overland action, you devote your attention to finding something such as food in the wild, tracks or traces of activity from a creature or group of creatures, ancient ruins rumored to exist in the area or gather information from townsfolk.
Depending on the nature of your search, your DM might have you make a Wisdom (Perception) or Intelligence (Investigation) check. If you are attempting to find something in the wilderness, your DM might allow you to make a Wisdom (Survival) check instead.
Depending on the size of the area covered by your search, you DM may allow you to make the check with advantage or impose disadvantage on the check.
USE AN OBJECT
You normally interact with an object while doing something else, such as setting up camp as part of taking a long rest. When an object requires your overland action for its use, such as constructing a trap or using artisan tools, you take the Use an Object overland action. This action is also useful when you want to interact with NPCs without attempting to gain information from them.