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