Jvando said:
In this instance, calced distances refers to using a statement such as "It takes three days to get from X to Y" and using either an assumed speed of travel (average walking speed if they walked) or a stated speed of travel (A can travel faster than Horses) to get a distance. Usually 8 hours rest per day is factored in if there's no reason to assume otherwise like a direct statement stating A can travel for B amount without rest.
Hmmm... I see were the debate comes from.
Regarding speed of travel one has to ensure that this is speed of prolonged travel, that they actually travel as fast as they can and that they aren't slowed by having to carry stuff.
One also has to consider that given mountains, rivers, swamps etc. a path isn't always a straight line, of equal speed to travel through and of equal stamina requirements.
IMO the statement regarding the speed should also be made regarding the travel in question. Otherwise people will start doing calcs were they assume that a characters every move in a serious battle is supersonic, because they were stated to move supersonic one time at some point of a story.
Aside from that, if both time and speed are reliable statements, I guess I'm fine with it.
Thinking about this, it probably falls into the same category as calculating the speed of a bullet and then using the speed of said bullet, at that very same instance, in order to calculate the speed of a character dodging it. That usually is accepted as well.
The basic point in both is that the parameter can not have changed between the scenario of the first and the second calc. In my example, because the speed in both cases comes from the very same object at the very same time, and in the example that the thread is about, because distances don't usually change a lot.
So for the calc stacking page, I would then suggest rewriting the pixel scaling note into:
"However, parameters that are calculated in a first calculation can be accepted for use in a second calculation, if and only if they can not have changed between them. To provide a few examples:
- Pixel scaling over several steps is permitted, as long as the size of the scaled objects usually stays constant.
- Using the calculated speed of a projectile to calculate the speed of a character dodging said projectile on the very same occasion is usually permitted, as long as the projectile wouldn't have changed its speed mid flight.
- Using a reliable stated timeframe and speed something travels during that timeframe one can calculate the distance travelled. Said distance can then usually be used for calculations. (Take heed that paths don't need to be straight and that speed reliably has to be constant)
However, even for this parameters calc stacking is avoided as much as possible. That means that results taking less such steps are usually taken over results that rely on more calc stacking."