MOVEMENT -- TIME AND DISTANCE FACTORS


 
 
Encumbrance Silent Movement Invisible Movement Movement (DSG) Movement (WSG)
Movement in the Dungeon Movement Outdoors Movement in the Cities Note PH

Movement rate 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' over a TURN of 10 minutes duration while exploration && 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',
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:

Distance Traveled in One
Movement Rate Round (1 minute) Segment (6 seconds)
6" 60' 6'
9" 90' 9'
12" 120' 12'
15" 150' 15'
18" 180' 18'

If moving but 12' in 6 seconds seems slow, consider the conditions --
whether prolonged physical exertion or the threat of hostile counter to the movement.

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 one-half day's trekking.
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.

Movement in Cities: When your party is in an inhabited AREA, movement turns are at the same rate as when combat in the dungeon takes place,
i.e. 6" = 60' and each move is 1 minute long.
This assumes that no map is being made.
Mapping takes 10 times as long, so movement whenmapping is the same as in a dungeon.

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.