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Overland movement in the outdoors can be
relatively easy, or it
can be impossible, depending on a character’s
physical abilities,
his physical condition, the amount of
gear he is carrying, and the
terrain across which he is attempting
to move. Many of the rules
in this section are an adaptation and
extension of the rules for
outdoor movement given on page
58 of the DMG, and the rules for determining encumbrance on
pages
101-102 of
the PH and page
225 of the DMG. They need not be taken literally, but no great
deviation from these figures should be
made. If some deviation is
considered appropriate by the DM, then
every attempt
should be made to keep the movement rates
and encumbrance
limits in proportion to one another.
Encumbrance
of Characters
Terrain Definitions for Movement
The terrain designations used in other
parts of this book (forest,
hills, seacoast, etc.) are not appropriate
for some purposes,
such as determining the speed and ease
of movement through a
certain area of the wilderness. For the
purpose of determining
overland movement rate, terrain is classified
as either normal,
rugged, or very rugged:
Normal terrain
includes areas such as flat plains; gently rolling
hills; hard-surfaced desert;
light forest (where it is easy to pick a
path between trees and other vegetation);
and any well-kept path
or roadway that passes through normal
terrain or rugged terrain
that is topographically consistent (does
not change elevation frequently
or abruptly).
Rugged terrain
includes uneven ground (such as a flat plain
strewn with boulders, which must be either
negotiated or circumvented);
sharply sloping hills;
soft-surfaced desert; moderate forest
(where the path angles sharply and repeatedly
around trees
and other vegetation); any normal terrain
covered with 5 to 10
inches of snow; areas where several streams
or rivers must be
crossed (one every 3-4 hours) to maintain
constant movement in
one direction; and any well-kept path
or roadway that passes
through very rugged terrain.
Very rugged
terrain
includes mountains; thick forest
(where no
path is apparent); swamps
and bogs; any normal terrain with
more than 10 inches of snow cover; any
rugged terrain with more
than 5 inches of snow cover; and areas
where rivers or streams
must be crossed frequently (one every
2 hours or less) to maintain
constant movement in one direction.
When taken into consideration along with
a character’s or
creature’s encumbrance value, these terrain
definitions are important
in determining movement rate, as described
in the following
sections.
* Large-scale movement
considers each 1 of a character’s
movement rate as the # of miles that can
be traveled by
walking at normal SPEED -- faster than
a stroll, slower than a trot
-- for one-half day (see PH, page
102). This assumes that one-half day is
eight
hours,
and that the character in
question is lightly encumbered and moving
over rugged terrain.
For example, such a character
with a movement rate of 12” can
travel 12 miles in eight
<8>
hours, or 1 1/2 miles per hour for any span
of time less than eight
<8>
hours.
** If a character attempts to MOVE for
more than eight
hours without a prolonged REST period (at least
one hour), he will move at 3/4
of his normal maximum speed for
the next eight hours or any part of that
time he spends traveling.
Thus, after 16 hours of continual movement,
a character with a
12” movement rate will have traveled 21
miles (12 miles in the
first eight hours and 9 miles in the second
eight hours).
*** If a character attempts to MOVE for
more than 16 hours without
stopping to eat && REST, he will
move at 1/3 of his normal max.
movement rate. Thus, a lightly encumbered
character with
a 12” movement rate who is traveling over
rugged terrain can
cover a total of 25 miles if he travels
for 24 hours without stopping
to rest. However, not resting may cause
him to suffer other penalties;
see the section on Fatigue
and Exhaustion.
Table 12: CHARACTER MOVEMENT ON FOOT
Terrain Type
(Max. Move: Miles per 8 hours / Accelerated Move: Miles per 8 hours) <>
Encumbrance | Normal | Rugged | Very <R>ugged |
None | 15 / 18 | 12 / 16 | 8 / 10 |
Light | 12 / 18 | 12 / 15 | 6 / 9 |
Moderate | 10 / 12 | 9 / 11 | 4 / 6 |
Heavy | 7 / 10 | 6 / 8 | 3 / 5 |
Severe | 5 / 7 | 3 / 5 | 2 / 3 |
The # to the left of the slash is normal
max. movement
rate (in miles per half-day), assuming
a character with a
base movement rate of 12”. For a character
with a slower movement
rate, the figures should be scaled down
accordingly.
The # to the right of the slash represents
accelerated
movement rate -- the fastest a character
can travel if he exerts
himself. Strenuous activity of this sort
will require the character to
rest periodically to avoid risking fatigue
(see the section on Fatigue
and Exhaustion). This accelerated movement
rate takes
these periodic rest stops into account;
for instance, a character
who is lightly encumbered and moving across
normal terrain can
cover 16 miles in his first eight hours
of movement, even if he
stops to rest for two turns after every
four turns of exertion. If he
keeps moving without resting to avoid
fatigue, his movement rate
is increased by 1/3 of the given amount
(round to the nearest
whole number) for the length of time involved.
If the character described
above chooses not to stop for rest every
four turns, he will
move at a rate of 21 " (16 +5), or roughly
2 1/2 miles per hour, for as
long as he chooses to maintain this pace
-- or until he becomes
exhausted.
Encumbrance and Movement for Land-Based Animals
The encumbrance categories
for characters do not apply to
mounts &&
pack animals. For such creatures, only two designations
are important: the normal load, which
an animal can carry
without being encumbered, and the max.
load, which represents
the greatest amount of encumbrance value
an animal can
carry and still be able (or willing) to
MOVE.
An animal's large-scale movement rate indicates
the number
of miles it can travel in one-half day,
and the rate can vary with
terrain, just as a character's movement
rate does.
The movement rate for a mount or a beast
of burden also is a general indication
of the animal's stamina; such an animal
can be forced to MOVE
continually for a number of hours equal
to one-half of its current
movement rate, up to a maximum of 12 hours.
If it is moved for a
longer period of time, there is a cumulative
chance per hour that
the animal will become fatigued. This
chance is 20% in normal
terrain, 35% in rugged terrain, and 50%
in very rugged terrain.
(For the effects of fatigue
on mounts and beasts of burden, see
the section on Fatigue and Exhaustion.)
Examples: A light warhorse
that is not encumbered can be ridden
at 24" over normal terrain
for 12 hours without the animal
suffering any adverse effects.
At the end of 13 hours, there is a
20% chance of the horse
becoming fatigued; after 14 hours, the
chance rises to 40%, and
it continues to rise until fatigue actually
sets in unless the animal
is allowed to stop moving before that
happens. A medium warhorse
that is encumbered and is being
ridden over rugged terrain
has a movement rate of 6" (see the table
below), and can be forced
to move for three consecutive
hours without incident.
At the end of four hours of movement, the
chance of the horse becoming
fatigued is 35%; after five hours,
the chance rises to 70%;
and if the animal is kept moving for six
hours it will automatically
(105% chance) be fatigued at the end
of that time.
In addition to (or instead of) the general
characteristics described
here, certain animals have characteristics
of behavior
that can affect their ability or willingness
to perform as mounts or
pack animals. These special
characteristics are covered in the
section on Mounts and Beasts of Burden.
Table 13: ENCUMBRANCE LIMITS AND MOVEMENT RATES FOR ANIMALS
Movement by Terrain (Unencumbered / Encumbered) <>
Animal | Normal Load | Maximum Load | Normal | Rugged | Very Rugged |
Ape, gorilla | 200 | 400 | 12 / 6 | 9 / 6 | 6 / 3 |
Bear, brown | 300 | 600 | 12 / 6 | 9 / 6 | 3 / 0 |
Camel, bactrian* | 400 | 600 | 18 / 6 | 9 / 6 | 3 / 0 |
Camel, dromedary* | 400 | 600 | 21 / 9 | 12 / 6 | 3 / 0 |
Dog sled (7 dogs) | 300 | 600 | 12 / 9 | 6 / 3 | 0 / 0 |
Donkey | 150 | 250 | 12 / 6 | 9 / 6 | 6 / 3 |
Elephant, African | 500 | 1000 | 15 / 9 | 9 / 6 | 0 / 0 |
Elephant, Asiatic | 500 | 1000 | 12 / 9 | 6 / 6 | 0 / 0 |
Horse, draft | 500 | 800 | 12 / 6 | 6 / 3 | 3 / 3 |
Horse, heavy war | 400 | 750 | 15 / 9 | 9 / 6 | 6 / 3 |
Horse, light war | 500 | 500 | 24 / 12 | 12 / 6 | 6 / 3 |
Horse, medium war | 300 | 650 | 18 / 9 | 9 / 6 | 6 / 3 |
Horse, wild | 300 | 600 | 24 / 12 | 12 / 6 | 6 / 3 |
Mule | 500 | 750 | 12 / 6 | 9 / 6 | 6 / 3 |
Pony | 200 | 300 | 12 / 6 | 6 / 3 | 3 / 0 |
Ram, giant | 250 | 400 | 15 / 9 | 12 / 9 | 6 / 3 |
Sheep | 25 | 50 | 9 / 6 | 6 / 3 | 6 / 3 |
Yak | 225 | 350 | 12 / 6 | 9 / 6 | 6 / 3 |
How to Use the Encumbrance for Animals Table
Normal Load and Maximum Load are
described in the preceding
text; the figures on the table are in
gold pieces of encumbrance
value.
The three movement columns describe an
animal’s top SPEED
over a certain type of terrain.
The figure to the left of the slash is
its movement rate when not encumbered (carrying its normal load limit or
less),
and the figure to the right of the slash
is its movement rate when encumbered (carrying more than a normal
load but not more than a maximum load).
An entry of “0” indicates
that the animal cannot move, or be moved
into, the indicated
terrain under the indicated condition
of encumbrance.
Obviously, the above table does not include
every animal that a
character could conceivably use as a mount
or a beast of burden.
(An animal
friendship spell or a charm spell can work wonders in
the wilderness.) If the DM needs to devise
figures
for another sort of animal, he should
consider the animal’s physical
characteristics (size and bulk of body,
strength, normal movement
rate) and, if possible, compare the animal
to a similar beast
that is listed on the table. For instance,
a tiger is about as large
and strong as a yak, so it also ought
to be able to carry 2250 gold
pieces of encumbrance without being slowed.
But because of the
flexibility of its body structure, it
can negotiate obstacles more
easily than a yak can, and as such it
might be able to maintain a
12” movement rate in rugged terrain when
not encumbered.
Movement of Land-Based Vehicles +
MOVEMENT ACROSS SPECIAL TERRAIN
Climbing +
JUMPING +
MOVEMENT ON SLIPPERY HORIZONTAL SURFACES
A character who does not exercise caution
when traveling
across a slippery horizontal surface risks
slipping && falling
down, which does not directly cause him
to suffer damage but
could be an indirect cause of greater
problems to come.
A character can move at his full normal
movement rate across
a slippery surface without risking a fall,
if he travels in a straight
line. But if he attempts anything other
than a very gradual turn, or
if he tries to stop or speed up abruptly,
he must make a successful
DEX Check to avoid slipping and falling
down. If a character
attempts to run on a slippery surface,
he must make a
DEX Check after every five
segments of this sort of movement
to stay on his feet, even if he is traveling
in a straight line.
By moving at only half of his full normal
movement rate, a character
can turn without needing to make a DEX
Check. Likewise,
if he takes a full round to SLOW down
or SPEED up (from full
normal movement to a standstill, or vice
versa) then no DEX
Check is required.
OVERLAND MOVEMENT IN REDUCED VISIBILITY
All movement rates previously described
in this section assume
that the character is traveling in daylight,
under conditions
that do not impair visibility. The following
table shows the maximum
safe speed for a character who is moving
on foot or riding or
driving an animal in less than ideal conditions
of visibility.
Table 23: MOVEMENT IN REDUCED VISIBILITY
- | Clear | Moderate Fog | Heavy Fog or Snow | Heavy Snow w/ Wind | Blowing Sand or Dust |
Daylight | 1/1 | 5/6 | 3/4 | 2/3 | 1/2 |
Moonlight | 2/3 | 1/2 | 1/3 | 1/4 | 1/6 |
Darkness | 1/2 | 1/3 | 1/4 | 1/6 | 1/8 |
The entries on this table represent the
maximum safe movement
speed under the given conditions, expressed
as a fraction
of the character’s or animal’s current
normal movement rate. All
other factors affecting movement (encumbrance,
terrain, climbing,
etc.) are applied to determine current
normal movement rate,
and then that number is multiplied by
the appropriate entry from
this table. (The entry of ‘1/1” for “Daylight/Clear”
means that
movement is not further reduced under
these conditions.)
When a character is on foot and moving
at the maximum safe
speed during daylight, his short-range
vision will extend far
enough to enable him to avoid hazards
that he approaches. He
will not walk into a tree, stumble over
an exposed root, or fall victim
to any other similar physical hazard that
would be easily visible
under clear daylight conditions. Moving
at the maximum safe
speed will not necessarily keep him safe
from hazards at night,
whether he is in moonlight or darkness.
A prime example of this
kind of hazard is a pit or the edge of
a cliff being approached at
night; unless a character tests the surface
(or lack thereof) beneath
his foot before putting his full weight
on his next step, or unless
he is probing the ground in front of him
with a pole or similar
object, he can still fall into a pit or
stroll off a cliff in the darkness
even if he was moving at the safe speed.
A character who has infravision can detect
certain kinds of hazards
under conditions of moonlight or darkness,
provided that the
hazard is heat-detectable. A warm-blooded
creature lying in wait
behind a shrub would usually be detectable;
the edge of a cliff
would not usually be detectable, assuming
that there is not a noticeable
difference in heat between the cliff and
the air surrounding
it.
If a character attempts to move, or force
an animal to move,
faster than the maximum safe speed in
any conditions of limited
visibility, he must make a successful
Dexterity Check whenever
he or the animal encounters an obstacle.
Failure on this check indicates
either that he or the animal has blundered
into the obstacle, or that the animal has stopped short, quite possibly
causing
the character to be thrown from the saddle,
dislodged from his
seat atop a wagon, or thrown forward into
or over the front of a
chariot. In any event, a character or
an animal under the character's
control cannot exceed the maximum safe
speed by more
than twice the figure given, or cannot
move faster than full normal
movement rate, whichever is less.
Example: A character with
a normal movement rate of 12" is
plodding along under the
worst possible conditions: a sandstorm
in the darkness. Instead
of being able to move 120 feet per round
(in small scale) or 12 miles
in eight hours (in large scale), he is limited
to one-eighth of that speed
if he wants to move with the greatest
degree of safety. Thus,
he can travel 15 feet per round or 1 V2
miles in eight hours under
these conditions. If he desires, he can
accelerate to twice that
speed - but he then must make a Dexterity
Check to avoid a painful
encounter with the cactus that lies
a few paces ahead directly
in his path.
For more information on the effects of
environmental conditions
on visibility, see the section on Vision
and Visibility.