14 Movement and Encumbrance
14.0.1 Movement
A typical character can move 50' per round. This movement rate is adjusted by encumbrance and race.
14.0.2 Encumbrance
Each character has item slots equal to their Strength score (minimum 10). This represents a combination of what they can reasonably carry and organize.
Example:
Strength 12 = 12 slots
Strength 16 = 16 slots
What Takes Up a Slot?
Smaller items (less than 5 pounds) may only take up a portion of a slot and may be bundled. A bundle of small items can be put into a slot.
For example:
A whetstone, 12 candles, oil flask, a dagger, and a scroll case = 1 slot
A standard item is between 5 and 10 pounds (grappling hook, 6 torches, 6 iron spikes, longsword sword, sack of 200 coins) = 1 slot
A large or two-handed item is between 10 and twenty pounds (two handed sword, large tent, small keg of ale) = 2 slots
Armor, clothing, and worn items do not count against slots.
Encumbrance Levels
Encumberance affects movement and reaction time:
Load Level | Strength Slots Used | Movement | Init Adj. | Other Effects |
---|---|---|---|---|
Light | Up to half | 50 feet | +1 | +1 on physical skill checks |
Medium | More than half, up to full | 40 feet | +0 | No bonus or penalty |
Overloaded | Over your total slots | 30 feet | -1 | No Dash. –3 on physical skill checks |
Max Limit. You cannot carry more than your double you Strength in slots.
Racial Movement Modifiers
Racial Bonus/Penalty | Dwarf | Elf | Halfling/Human |
---|---|---|---|
-10 feet | +10 feet | No bonus or penalty |
14.0.3 Overland Travel- Miles per Day
Movement rates when traveling in the wilderness are related directly to encounter movement rates, as shown on the table below:
Movement | Miles per Day (8 hours) |
---|---|
30' | 10 |
40' | 15 |
50' | 20 |
60' | 25 |
70' | 30 |
80' | 35 |
90' | 40 |
Miles per day is measured at the rate of the slowest traveler.
14.0.4 Walking
A typical party can walk 20 miles per 8 hours.
14.0.5 Overland Travel Modifiers
The movement rates shown on the table above are figured based on an 8 hour day of travel through open, clear terrain. The terrain type will alter the rate.
Terrain | Adjustment |
---|---|
Jungle, Mountains, Swamp | -50% |
Desert, Forest, Hills | -25% |
Clear, Plains, Trail | - |
Road (Paved) | +25% |
Characters may choose to perform a forced march, traveling 12 hours per day. If this is done, add an additional 50% to the distance traveled. Each day of forced march performed after the first inflicts 1d6 damage on the characters (and their animals, if any). A save vs. Death Ray with Constitution bonus applied is allowed to avoid this damage, but after this save is failed once, it is not rolled again for that character or creature. A day spent resting “restarts” the progression.
14.0.6 Riding
A horse can travel (over good terrain) 40 miles in 8 hours, alternating trotting (8 mph), walking (4 mph), and the occasional canter (12 mph). Skills such as Animal Handling or Ride allow the ability to "push" the animal to travel 2d12 additional miles.
14.0.7 Boating
14.1 Vehicle |
14.2 Length x Width |
14.3 Cargo |
14.4 Crew |
14.5 Miles/Hour |
14.6 Miles/Day |
14.7 Hardness/HP |
14.8 Price (gp) |
---|---|---|---|---|---|---|---|
Canoe | 15' x 4' | ½ ton | 1 | 3 | 60 | 30 | 50 |
Caravel | 55' x 15' | 75 tons | 10 | 4 | 80 | 45 | 10,000 |
Carrack | 60' x 20' | 135 tons | 20 | 3 | 60 | 50 | 20,000 |
Galley, Small | 100' x 15' | 210 tons | 90 | 4 | 80 | 40 / 25 | 15,000 |
Galley, Large | 120' x 20' | 375 tons | 160 | 4 | 80 | 45 / 25 | 30,000 |
Raft/Barge | Per 10' x 10' | 1 ton | 2 | 1 | 20 | 20 | 100 |
Riverboat | 50' x 20' | 50 tons | 10 | 1 | 20 | 30 | 3,500 |
Rowboat | 15' x 6' | 1 ton | 1 | 1.5 | 30 | 25 | 600 |
Sailboat | 40' x 8' | 5 tons | 1 | 2 | 40 | 40 | 2,000 |
Small keelboat | 20' x 5' | 1 ton | 1 | 1 | 20 | 25 | 100 |
Cog | 80' x 20' | 150 tons | 20 | 2 | 40 | 50 | 10,000 |
Galleon | 130' x 30' | 500 tons | 130 | 3 | 60 | 30 | 50,000 |