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Encumbrance & Movement
Weight is listed in pounds. A “normal” level of miscellaneous equipment (not including armour and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing 0.1 pound. These are big, heavy coins and gems, but that’s just the way of things in a fantasy world. Coins should clink, and gems should be the size of dice.
All characters, depending on what sort of armour they’re wearing and what they’re carrying, have a base movement rate as follows:
Weight Carried |
Rate |
Up to 75 pounds |
12 |
76–100 pounds |
9 |
101–150 pounds |
6 |
151–300 pounds (300 pound maximum) |
3 |
Indoor/Subterranean/City Movement
Description |
Speed |
Results |
Careful |
Base movement rate times 10 ft/turn |
Mapping is permitted, and normal chances for surprise exist |
Walking |
Base movement rate times 20 ft/turn (x2 per round) |
No mapping or careful observation is allowed |
Running |
Base movement rate times 40 ft/turn (x4 per round) |
No mapping permitted, characters are automatically surprised, and have no chance to surprise others. The sound of their running may attract enemies |
Combat |
Base movement rate in ft/round (e.g., 12 ft/round for an unencumbered human) |
This may also be interpreted as the distance a character can move in combat without suffering free attacks from enemies or consequences a retreating character might incur |
Outdoor Movement
Description |
Speed |
Results |
Hiking |
Base movement rate in miles/day |
No forced march checks required |
Forced March |
Base movement (x2) in miles/day |
Forced march checks required (4d6 vs. Strength) |
Combat |
Base movement rate in yards/round (e.g., 12 yds/round for an unencumbered human) |
This may also be interpreted as the distance a character can move in combat without suffering free attacks from enemies or consequences a retreating character might incur |