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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Additional Rules
Alignment | Character Traits | Time | Distance | Movement | Exploration | Adjudicating Actions | Languages | Pursuit and Evasion

Movement

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—Time and Distance Factors

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.

Notes Regarding Movement Tables

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.

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