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sjeshin
2015-10-23, 12:35 PM
Im DM for a campaign that is running kind of like walking dead. We have no spellcasters, and my players are starting to lean towards just running from the zombies since the bite kills in one hit. They have resorted to combat more but how long can they double move away from every zombie they encounter before they are fatigued? Are their rules already for this?

MesiDoomstalker
2015-10-23, 12:42 PM
That's known as Hustle under the Overland Movement rules. They can do this for 8 hours. Any longer without rest and they make fort saves to avoid Non-Lethal damage every hour. The DC scales upwards with each check and the NL cannot be healed until they rest. Though unless the Zombies have lost their Staggered condition or have at least equal movement speed, then they don't need to Hustle away for hours. Just long enough for the Horde to 'de-aggro'.

Red Fel
2015-10-23, 12:44 PM
Im DM for a campaign that is running kind of like walking dead. We have no spellcasters, and my players are starting to lean towards just running from the zombies since the bite kills in one hit. They have resorted to combat more but how long can they double move away from every zombie they encounter before they are fatigued? Are their rules already for this?

Boom (http://www.d20srd.org/srd/movement.htm).

First off, tactical movement (e.g. round-by-round movement in combat) doesn't tend to exhaust. This changes when you reach local and overland movement.


Characters exploring an area use local movement, measured in feet per minute.

. . .

Hustle
A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour.

Run
A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for a minute or two before having to rest for a minute.


Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

. . .

Hustle
A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

A fatigued character can’t run or charge and takes a penalty of -2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.

Run
A character can’t run for an extended period of time.

Attempts to run and rest in cycles effectively work out to a hustle.

Answer your question?

sjeshin
2015-10-23, 05:48 PM
Thank you for the help everyone that is what I needed.