3e SRD:Movement

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Movement

There are three movement scales in the game:

  • Tactical, for combat, measured in feet per round.
  • Local, for exploring an area, measured in feet per minute.
  • Overland, for getting from place to place, measured in miles per hour or day.

Modes of Movement

While moving at the different movement scales, creatures generally walk, hustle, or run.

Walk

A walk represents unhurried but purposeful movement at three miles per hour for an unencumbered human.

Hustle

A hustle is a jog that is movement at about six miles per hour for an unencumbered human. The double move action represents a hustle.

Run (X3)

Moving three times your character's standard speed is a running pace for a character in heavy armor.

Run (X4)

Moving four times your character's standard speed is a running pace for a character in light, medium, or no armor.

Tactical Movement

see also: Movement, Position, and Distance

Use tactical speed for combat.

Some creatures have other modes of movement.

Hampered Movement

Obstructions, bad surface conditions, or poor visibility can hamper movement. The DM determines the category that a specific condition falls into (see Table: Hampered Movement). When movement is hampered, multiply the standard distance by the movement penalty (a fraction) to determine the distance covered.

If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply.

Local Movement

Characters exploring an area use local movement, measured in minutes.

Walk

A character can walk without a problem on the local scale.

Hustle

A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in hours.

Run

A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for about a minute or two before having to rest for a minute.

Overland Movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in hours or days. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

Walk

Your character can walk 8 hours in a day of travel without a problem.

Hustle

Your character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles causes your character 1 point of subdual damage, and each additional hour causes twice the damage taken during the previous hour.

Run

A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.

Terrain

The terrain through which a character travels affects how much distance the character can cover in an hour or a day.

Forced March

In a day of normal walking, a character walks for 8 hours. The character spend the rest of daylight time making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, the character makes a Constitution check (DC 10 + 1 per extra hour). If the check fails, the character takes 1d6 points of subdual damage. A character can't recover this subdual damage normally until the character halts and rests for at least 4 hours. It's possible for a character to march into unconsciousness by pushing himself or herself too hard.

Mounted Movement

A horse bearing a rider can move at a hustle. The damage it takes, however, is normal damage, not subdual damage. It can also be force-marched, but its Constitution checks automatically fail, and, again, the damage it takes is normal damage.

See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

Waterborne Movement

See Table: Mounts and Vehicles for speeds for water vehicles.

Table: Movement and Distance
Base Speed
15 feet20 feet30 feet40 feet
One Round (Tactical)
Walk15 ft.20 ft.30 ft.40 ft.
Hustle30 ft.40 ft.60 ft.80 ft.
Run (×3)45 ft.60 ft.90 ft.120 ft.
Run (×4)60 ft.80 ft.120 ft.160 ft.
One Minute (Local)
Walk150 ft.200 ft.300 ft.400 ft.
Hustle300 ft.400 ft.600 ft.800 ft.
Run (×3)450 ft.600 ft.900 ft.1,200 ft.
Run (×4)600 ft.800 ft.1,200 ft.1,600 ft.
One Hour (Overland)
Walk1-1/2 miles2 miles3 miles4 miles
Hustle3 miles4 miles6 miles8 miles
Run
One Day (Overland)
Walk12 miles16 miles24 miles32 miles
Hustle
Run
Table:Hampered Movement
ConditionExampleMovement Penalty
Obstruction
ModerateUndergrowthX 3/4
HeavyThick undergrowthX 1/2
Surface
BadSteep slope or mudX 1/2
Very badDeep snowX 1/4
Poor visibilityDarkness or fog (*)X 1/2

(*)Includes any effects that create a "fog".

Table:Terrain and Overland Movement
TerrainHighwayRoadTrackless
PlainsX1X1X1
Scrub, roughX1X1X3/4
ForestX1X1X1/2
JungleX1X3/4X1/4
SwampX1X3/4X1/2
HillsX1X3/4X1/2
MountainsX3/4X1/2X1/4
Sandy desertX1-X1/2
Table:Mounts and Vehicles
Mount/VehiclePer HourPer Day
Mount (carrying load)
Light horse or light warhorse6 miles48 miles
Light horse (151-450 lb.)4 miles32 miles
Light warhorse (231-690 lb.)4 miles32 miles
Heavy horse5 miles40 miles
Heavy horse (201-600 lb.)3 1/2 miles28 miles
Heavy warhorse4 miles32 miles
Heavy warhorse (301-900 lb.)3 miles24 miles
Pony or warpony4 miles32 miles
Pony (76-225 lb.)3 miles24 miles
Warpony (101-300 lb.)3 miles24 miles
Donkey or mule3 miles24 miles
Mule (231-690 lb.)2 miles16 miles
Cart or wagon2 miles16 miles
Ship
Raft or barge (poled or towed)*1/2 mile5 miles
Keelboat (rowed)*1 mile10 miles
Rowboat1 1/2 miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2 1/2 miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 miles

*Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.



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