Movement rate (“Move”) is always shown by a numeral followed by the sign for inches thus, 9”. The number of inches moved is scaled to circumstances and time by modifying either the distance represented or the time period or both.
Movement in the Dungeon. The movement distance in the dungeon is 1” to 10 ft. over a turn of 10 minutes in duration while exploration and mapping are in progress.
If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds).
If the party is fleeing, all movement—excluding encumbered movement, is 10 times faster, so each move takes only 1/10 of a turn, or 1 round. This same movement rate applies to combat situations, so by converting each 1” movement rate to 10 ft., and then taking 1/10 of the round (using segments), the distance a character or monster can travel during the course of combat is easily found.
If moving but 12 feet in 6 seconds seems slow, consider the conditions—whether prolonged physical exertion or the threat of hostile counter to the movement.
Note. No mapping is possible when a party is moving at fast speed such as when pursued or pursuing. Light must be available to make or read a map; Infravision is not suitable in such circumstances. Marks, dropped objects, or a trailing string or line are typically useless devices in dungeons, as they will be obliterated, moved, or destroyed by passing creatures.
Movement in Cities. When the PCs are in an inhabited area, movement turns are at the same rate as when combat in the dungeon takes place, i.e. 6” = 60 ft. and each move is one minute long. This assumes that no map is being made. Mapping takes 10 times as long, so movement when mapping is the same as in a dungeon.
Movement Outdoors. The major difference in outdoor movement is distance and time. Each 1” equals the number of miles a character or creature can travel in about one-half day’s trekking with variations in terrain. Terrain will vary the movement rate. When an encounter occurs, the movement rate is handled in the same manner as combat movement in the dungeon.
As the scale of maps will differ from campaign to campaign, general movement rates are given, and can be adapted to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially.
Light burden assumes an average man traveling with no more than 25 pounds of additional encumbrance weight in food, armor, weapons, and other equipment.
Average burden assumes an average man traveling with from 26 to 60 pounds of gear of all sorts.
Heavy burden assumes an average man with more than 60 pounds of gear but less than 90 pounds. Over this amount, only short distances may be moved at the discretion of the Dungeon Master.
Adjust all above weight and distance assumptions by Strength and race factors.
Normal terrain assumes basically open ground, scrub, typical desert, light forest, low hills, small watercourses, etc. With respect to vehicular movement it assumes roadways through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forests, steep hills, large water courses, etc. With respect to vehicular movement it assumes either roadways through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.
Note. The DM must determine which terrain areas are impassable to mounted movement or any normal travel. Generally large swamps and high mountains fall into this category.