Playing the Game — page 12
Playing the Game rules and reference.
Marc HinG o rd Er The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for example, or arrange miniatures to show it. a door, and the GM describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object?
For the purpose of the rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone. It isn't a building or a vehicle, which are composed of many objects. Time-Limited Object Interactions When time is short, such as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature's movement or action.
Any additional interactions require the Utilize action, as explained in "Combat" later in "Playing the Game." Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the GM typically asks you to make a Wisdom (Perception) check, provided you describe the character searching in the hidden object's vicinity. On a success, you find the object, other important details, or both.
If you describe your character searching nowhere near a hidden object, a Wisdom (Perception) check won't reveal the object, no matter the check's total. Carrying Objects You can usually carry your gear and treasure without worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the GM might require you to abide by the rules for carrying capacity in "Rules Glossary." Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper.
If you try to damage something more resilient, the GM might use the rules on breaking objects in "Rules Glossary." Hazards Monsters are the main perils characters face, but other dangers await. "Rules Glossary" defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation Travel During an adventure, the characters might travel long distances on trips that could take hours or days. The GM can summarize this travel without calculating exact distances or travel times, or the GM might have you use the travel pace rules below.
If you need to know how fast you can move when every second matters, see the movement rules in "Combat" later in "Playing the Game." Travel Pace While traveling outside combat, a group can move at a Fast, Normal, or Slow pace, as shown on the Travel Pace table.
The table states how far the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that increased pace again (see "Equipment" for a selection of mounts for sale). "Gameplay Toolbox" has rules that affect which pace you can choose in certain types of terrain. Travel Pace Pace Distance Traveled Per … Minute Hour Day Fast 400 feet 4 miles 30 miles Normal 300 feet 3 miles 24 miles Slow 200 feet 2 miles 18 miles Each travel pace has a game effect, as defined below.
Fast. Traveling at a Fast pace imposes Disadvantage on a traveler's Wisdom (Perception or Survival) and Dexterity (Stealth) checks.
Normal. Traveling at a Normal pace imposes Disadvantage on Dexterity (Stealth) checks.
Slow. Traveling at a Slow pace grants Advantage on Wisdom (Perception or Survival) checks. Vehicles Travelers in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't choose a travel pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. "Equipment" includes vehicles for sale.