Base Movement Rate: A character’s base movement rate is based on race, and is shown in
Table 1. A character’s base movement rate is then modified by the character’s
Strength/Stamina and Dexterity/Balance scores. These modifiers are shown in
Table 2. No character can have their movement rate reduced to less than 1 by
ability score modifiers. Character class can also have an effect on the
character’s base movement rate (eg. the fighter skill of “increased movement”).
Table 1 – Base Movement Rates |
|
Race |
Movement Rate |
Human, Hale-Elf or Elf |
12 |
Dwarf, Gnome or Halfling |
6 |
Table 2 – Ability Score Modifiers to Base Movement Rate |
|||
Stamina Score |
Modifier |
Balance Score |
Modifier |
3 |
-3 |
3 |
-3 |
4 –
5 |
-2 |
4 |
-2 |
6 –
7 |
-1 |
5 |
-1 |
8 –
16 |
0 |
6 –
15 |
0 |
17
– 18/50 |
+1 |
16 |
+1 |
18/51
– 18/99 |
+2 |
17
– 18 |
+2 |
18/00
– 20 |
+3 |
19
– 20 |
+3 |
21
– 22 |
+4 |
21
– 22 |
+4 |
23 |
+5 |
23
– 25 |
+5 |
24 |
+6 |
|
|
25 |
+7 |
|
|
The modified base movement rate of the character is then modified further depending on the character’s level of encumbrance. To determine the character’s encumbrance category, find the character’s Strength/Stamina score on Table 3 and read across the table. The numbers on the table are the breakpoints for each category. A creature's actual movement rate is then figured by comparing the character’s current encumbrance with the character’s modified base movement on Table 4.
Table 4 – Encumbrance Category vs. Modified Base Move
|
|||||
Modified |
EncumbranceCategory
|
||||
Base Move |
None |
Lt. |
Mod. |
Hvy. |
Severe |
1 |
1 |
1 |
1 |
1 |
1 |
2 |
2 |
2 |
1 |
1 |
1 |
3 |
3 |
2 |
2 |
1 |
1 |
4 |
4 |
3 |
2 |
1 |
1 |
5 |
5 |
4 |
3 |
1 |
1 |
6 |
6 |
4 |
3 |
2 |
1 |
7 |
7 |
5 |
4 |
2 |
1 |
8 |
8 |
6 |
4 |
2 |
1 |
9 |
9 |
7 |
5 |
2 |
1 |
10 |
10 |
7 |
5 |
3 |
1 |
11 |
11 |
8 |
6 |
3 |
1 |
12 |
12 |
9 |
6 |
3 |
1 |
13 |
13 |
10 |
7 |
3 |
1 |
14 |
14 |
11 |
7 |
4 |
1 |
15 |
15 |
12 |
8 |
4 |
1 |
16 |
16 |
12 |
8 |
4 |
1 |
17 |
17 |
13 |
9 |
4 |
1 |
18 |
18 |
14 |
9 |
5 |
1 |
In addition to
affecting how far a character can move in a combat round, encumbrance also
affects how well a character can fight. Moderately encumbered characters suffer
a –1 penalty to attack rolls, heavily encumbered characters suffer a –2 attack
penalty and a +1 penalty to Armour Class, and severely encumbered characters
suffers a –4 attack penalty and a +3 penalty to Armour Class.
Table 3 – Encumbrance Category vs. Character
Strength/Stamina
|
|||||
Character
|
Encumbrance
Category
|
||||
Strength |
Lt. |
Mod. |
Hvy. |
Severe |
Max |
3 |
6 |
7 |
8 |
10 |
12 |
4–5 |
11 |
14 |
17 |
20 |
25 |
6–7 |
21 |
20 |
39 |
47 |
55 |
8–9 |
36 |
51 |
66 |
81 |
90 |
10–11 |
41 |
59 |
77 |
97 |
110 |
12–13 |
46 |
70 |
94 |
118 |
140 |
14–15 |
56 |
86 |
116 |
146 |
170 |
16 |
71 |
101 |
131 |
161 |
195 |
17 |
86 |
122 |
158 |
194 |
220 |
18 |
111 |
150 |
189 |
228 |
255 |
18/01 |
136 |
175 |
214 |
253 |
280 |
18/51 |
161 |
200 |
239 |
278 |
305 |
18/76 |
186 |
225 |
264 |
303 |
330 |
18/91 |
236 |
275 |
314 |
353 |
380 |
18/00 |
336 |
375 |
414 |
453 |
480 |
Normal dungeon walking
rate: Moving at this speed allows a character to
walk a distance equal to the character’s movement rate x 10 feet each round.
This would be applicable inside, in a dungeon, or in a crowded city street, and
represents a more cautious movement, paying attention to sights and sounds
while trying to avoid traps and pitfalls. A character can move at the normal
walking rate in a dungeon setting, but suffers a –1 penalty to surprise and
gives a +1 bonus to others on their chance of being surprised. The character
also has no chance of noticing subtle or unusual features/details, eg. traps,
secret doors, clues etc.
Normal outdoor walking
rate: Moving at this speed allows a character to walk a distance equal to the
character’s movement rate x 10 yards. This is a brisk but not strenuous walk
that can be maintained for long periods, which would normally be used outside
in the wilderness or in a non-crowded city street. (A movement rate of 12 would
equate to a speed of approx. 4.1 mph or 6.6 km/hr).
Jogging: Moving
at this speed allows a character to double the outdoor walking
rate movement rate. This rate can only be maintained for a number of rounds
equal to the character’s Constitution/Fitness score. After this, the character
must make a Constitution/Fitness check with a –1 cumulative penalty every round
to maintain the jogging rate. Once a check fails the jogger must stop and rest
for as many rounds as was spent jogging. After this the character can resume
jogging again. If a character jogs in a dungeon setting, the character suffers
a surprise penalty of –2 and provides opponents with a +2 surprise bonus.
Pull/trip attempts on the moving character receive a +1 bonus.
Running: Moving
at this speed allows a character to triple the outdoor walking
rate movement rate. The character can move at this rate for one round, but at
the end of this round the character must make a Constitution/Fitness check to
maintain the run. After this, the character must make a Constitution/Fitness
check with a –1 cumulative penalty every round to maintain the running rate. If
the check fails the character cannot run any further and must rest for one turn
before being able to move. If a character runs in a dungeon setting, the
character suffers a surprise penalty of –3 and provides opponents with a +3
surprise bonus, the character loses any AC bonus from dexterity, and suffers a
+1 penalty to AC in addition. If the character runs at an opponent with a spear
set to receive the oncoming runner, damage may also be increased. Pull/trip
attempts on the moving character receive a +2 bonus. Running cannot be achieved
if obstacles are in the way (eg. lots of corners, many people etc.) and the
character is treated as if jogging.
Sprinting: Moving
at this speed allows a character to quadruple the outdoor walking
rate movement rate. The character can move at this rate only if the character
successfully makes a Strength/Stamina check with a –4 penalty. If the check is
failed the best the character can achieve is the running rate. At the end of
the first round of sprinting the character must make a Constitution/Fitness
check with a –2 penalty to maintain the sprint. After this, the character must
make a Constitution/Fitness check with a –2 cumulative penalty every round to
maintain the sprinting rate. If the check fails the character cannot sprint any
further and must rest for two turns before being able to move. If a character
sprints in a dungeon setting, the character suffers a surprise penalty of –4
and provides opponents with a +4 surprise bonus, the character loses any AC
bonus from dexterity, and suffers a +3 penalty to AC in addition. If the
character sprints at an opponent with a spear set to receive the oncoming
runner, damage may also be increased. Pull/trip attempts on the moving
character receive a +4 bonus. Sprinting cannot be achieved if obstacles are in
the way (eg. lots of corners, many people etc.) and the character is treated as
if jogging.
Running Proficiency: A character with this proficiency can add a third of their normal
walking speed to his/her speed when jogging, running or sprinting, eg. a
character with a movement rate of 12 would walk outdoors at a rate of 120 yards
per round, would jog at 280 yards per round (120 x 2 + 40), run at 400 yards
per round (120 x 3 + 40) and sprint at 520 yards per round (120 x 4 + 30).
Furthermore, the character can also sprint for one round before needing to make
the normal Strength/Stamina check (ie. they will always be able to sprint for
at least one round).
Endurance: A
character with this proficiency can undertake jogging, running or sprinting
maneuvers twice as long as other characters, ie: can maintain a jogging rate
for a number of rounds equal to twice the character’s Constitution/Fitness
score before needing to make Constitution/Fitness checks to maintain the jog –
and then only needs to make these checks every second round thereafter; can
maintain a run for two rounds being needing to make Constitution/Fitness check
to maintain the run – and then only needs to make these checks every second
round thereafter; if the character can initiate a sprint by successfully making
a Strength/Stamina check, subsequent maintenance of the sprinting rate only
needs to be checked every second round thereafter.
Chases: In
addition to movement rate differences, the two parties involved in a chase must
make an initiative roll every round. If the fleeing party wins, the distance
between the parties increases by ten times the difference in rolls (in feet or
yards, whichever is appropriate). If the fleeing party loses, the gap closes
the same amount. This continues until the fleeing party escapes or is captured.
Monster Strength Scores: Calculate
a monster’s strength as 3½ points per size category (Tiny, Small, Man-sized,
Large, Huge, Gargantuan) plus its HD.
Monster Dexterity Scores: Calculate
a monster’s dexterity as its current movement rate.
Table 5
– Terrain Effects on Movement
|
|
Condition
|
Move Rate Reduced by: |
Darkness |
1/3* |
Heavy brush or forest |
2/3 |
Ice or slippery footing |
1/3* |
Rugged or rocky ground |
1/2 |
Soft sand or snow, knee-deep |
1/3 |
Water or snow, waist-deep |
1/2 |
Water or snow, shoulder-deep |
2/3 |
* Faster movement is possible. |
|
Terrain, or the nature of the ground, has little effect on local movement. A character running pell-mell across a meadow can do about the same speed in the desert, or on a sandy beach. Only the most extreme terrain hinders local movement. These extreme conditions are listed given on Table 5 as reductions of movement rate. The reduction applies to all movement for a single round. When a character is in two different types of terrain during the same round, use the worst (i.e., most difficult) adjustment.
Darkness and Ice: The movement adjustments
given for both darkness and ice assume reasonable safety for the characters. At
these speeds characters will have no more than normal chances of slipping or
falling. However, characters can move at faster than safe speeds under these
conditions.
If characters choose to move more quickly (up to their normal movement
rate), they must roll a Dexterity/Balance check each round. If the check is
passed, nothing happens. If the check is failed, the character has tripped over
some unseen obstacle or sprawled out from an unexpected slide.
In perfect darkness the character can't be certain that he is walking in the right direction unless he has spells or other assistance. Assuming the character is on his own, the DM can choose what happens or he can determine randomly by rolling 1d12. On a 1-4 the character maintains the desired course. On a 5-8 he veers to the right and on a 9-12 he goes to the left. The consequences of such course changes depends entirely on the DM and his map.
Base cross-country
movement rate: Moving at this speed allows
a character to walk a distance equal to twice the character’s movement rate in
miles/day. This assumes 10 hours of marching including reasonable stops for
rest and meals.
Force march movement rate: Forced marching allows a character to walk a distance equal to two and
a half times the character’s movement rate in miles/day. At end of each day the
character must successfully roll a Constitution/Fitness check to continue
moving at this rate the next day. Apply a –1 penalty for each consecutive day
spent force marching. Large groups such as an army use the average
Constitution/Fitness of its members. Monsters roll a saving throw vs death
magic in place of the Constitution/Fitness check. If the check is failed, no
more force marching is possible until the character has rested half a day per
day of force march, though the character can still move at his/her base
cross-country rate. Regardless of success or failure of the check, each day of
forced march results in a cumulative –1 penalty to attack rolls. This penalty
is removed at the rate of one per half day of rest.
Running Proficiency: If
the character makes a proficiency check, the character can add an additional
third of his/her normal speed to the forced march movement rate, eg. a
character with a movement rate of 12 would walk normally walk outdoors at a
rate of 24 miles per day and force march at 30 miles per day – if the character
also had the running proficiency, he/she could force march and achieve a
movement rate of 38 miles per day (12 x 2.5 + 4 x 2),
Endurance: The
character can undertake a forced march for twice as long as other characters.
ie. the character only needs to make a Constitution/Fitness check every second
day of forced marching. The character only needs to rest for a third of a day
per day of force march to be able to start force marching again after a failed
check. Furthermore, the character only accumulates the –1 attack roll penalty for every two days of
forced marching, and removes the attack roll penalty at a rate of 1 per third
of a day of rest.
Table 7 – |
|||
Type
of Mount
|
Full speed |
Half speed |
One-third speed |
Camel |
0-300 |
300-600 |
600-900 |
Dog, Riding |
0-30 |
30-60 |
60-90 |
Elephant |
0-500 |
500-1000 |
1000-1,500 |
Horse, Draft |
0-300 |
300-600 |
600-900 |
Horse, Riding |
0-170 |
170-340 |
340-510 |
Horse, War, Heavy |
0-300 |
300-600 |
600-900 |
Horse, War, Light |
0-230 |
230-460 |
460-690 |
Horse, War, Medium |
0-265 |
265-530 |
530-795 |
Horse, War, Paladin |
0-350 |
350-700 |
700-1050 |
Horse, Wild |
0-170 |
170-340 |
340-510 |
Mule |
0-230 |
230-460 |
460-690 |
Ox |
0-265 |
265-530 |
530-795 |
Pony |
0-75 |
75-150 |
150-225 |
Pony, War |
0-100 |
100-200 |
200-300 |
Yak |
0-265 |
265-530 |
530-795 |
Base Movement Rate: A
mount’s base movement rate is considered a trot as shown in Table 6. However, a
mount can be moved at other rates (as explained under canter, gallop and racing
speed).
Table 6 – Base Movement
Rates For Mounts |
||||
Type of Mount |
Walk |
Trot |
Canter |
Gallop |
Camel |
11 |
21 |
42 |
63 |
Dog, Riding |
6 |
12 |
24 |
36 |
Elephant |
8 |
15 |
30 |
45 |
Horse, Draft |
6 |
12 |
24 |
36 |
Horse, Riding |
12 |
24 |
48 |
72 |
Horse, War, Heavy |
8 |
15 |
30 |
45 |
Horse, War, Medium |
9 |
18 |
36 |
54 |
Horse, War, Light |
12 |
24 |
48 |
72 |
Horse, War, Paladin |
9 |
18 |
36 |
54 |
Horse, Wild |
12 |
24 |
48 |
72 |
Mule |
6 |
12 |
24 |
36 |
Ox |
8 |
15 |
30 |
45 |
Pony |
6 |
12 |
24 |
36 |
Pony, War |
6 |
12 |
24 |
36 |
Yak |
8 |
15 |
30 |
45 |
A mount’s normal movement rate can be affected by encumbrance, as shown
in Table 7. A
mount will not canter or gallop if carrying a load which will reduce its normal
movement rate to one-third normal, and will not gallop when loaded with enough
material to reduce its normal movement rate by half.
Horses: Horses need around ten pounds of forage and fodder a
day including grains such as oats - a heavy war horse can't survive the rigours
of travel by grazing on grass. Horses without high enough quality food will
weaken and die. Horses must also have water every day. During travel, horses
must be allowed to stop and rest with regular frequency and must be unsaddled
and unpacked when rested, otherwise little profit is gained from the rest. At
night horses should be hobbled/tethered on a long rope so they can graze. If
one or two are tied, the others will generally not wander off. Horses need not
be shod, unless they walk mostly on hard-surfaced roads or rocky ground.
Horseshoes should be replaced about once a month.
Ponies, Donkeys, and Mules: These animals have much the
same needs as the horse, but can survive by grazing alone – well accustomed to
grass, there is no need to provide separate fodder. Their hardiness is such
that saving throws vs. death made for cantering or galloping movement gains a
+2 bonus. They are sure-footed and can travel through rugged terrain at one
less than the normal movement cost.
Camels: Camels are either suited to sandy deserts (dromedary)
or rocky deserts (bactrian). Dromedary camels reduce the movement cost of sandy
desert by 1 point and Bactrian camels have the same effect in rocky deserts.
All camels march better by night. Dromedary camels are able to withstand a few
days of cold and bactrian camels can live in freezing and mountainous deserts.
Although they can manage for long periods of time without water, they must be
fed every day. They do not need special fodder so long as grazing is possible.
On the average they should have water at least every four days, although they
can be trained to do without for longer periods, even up to several months if
green grass or leaves are available for grazing. Like horses, camels should be
hobbled or tethered to prevent them from wandering off.
Dogs: The types of dogs used as a mount or to pull
a sled are large breeds such as St. Bernards or wolf hounds. Some are suited to
cold weather and will withstand a great deal of hardship. They require at least
a pound of meat a day; dried meat is acceptable. If necessary, one dog can be
killed to feed the others, but this is not recommended. Beyond the needs of
feeding, sled dogs tend to care for themselves fairly well, although certain
animals may need to be separated to prevent fighting.
Elephants: Elephants eat a prodigious
amount of fodder every day. In thickly forested areas, this can be supplied
without reducing its speed. In sparsely forested plains though, an elephant
grazing for itself will reduce its normal movement rate by ¼. Elephants should
bathe (or be bathed) every day and will avail themselves of dust baths to keep
biting flies away. Elephants can't negotiate cliffs – they can bound down steep
slopes, but only at great peril to themselves and their riders. If the beast
fails a saving throw vs. breath weapon, it stumbles, falls, and rolls the rest
of the way down the slope. The fall may kill or severely injure the elephant.
Elephants are affected only by the deepest mud, so the movement penalty for mud
is ignored.
Yaks: Yaks are suited to the cold regions of high
mountains. While slow, they are sturdy and unaffected by the cold. Their sure
footing allows them to reduce all mountain movement rates by one. They can
survive by grazing on a meagre amount of grass. Yaks also provide meat and milk
for travellers. They live in cool regions and cannot survive long in warmer
climates since they are prone to collapse from heat exhaustion.
Base cross-country
movement rate: Moving at this speed allows
a mount to move at a rate equal to two times the mount’s base (trotting) movement rate in
miles/day (assumes 10 hours of travel which includes reasonable stops for rest
and meals). A movement rate of 24 for a riding horse would equate to a movement
rate of 48 miles per day (the speed of a trotting riding horse would be of
approx. 8.2 mph or 13.2 km/hr).
Cantering: Moving at this speed allows
a mount to double its base cross-country movement rate. A canter can be
safely maintained for two hours, but if the rider doesn’t want to risk hurting
the mount it must be walked for an hour before its speed can again be
increased. If the rider is willing to take the risk, a mount can be pushed to a
canter for longer than two hours. However, a saving throw vs. death must be
successfully made to avoid becoming lame or spent. For each successive day a
horse is ridden at a canter, a cumulative -1 penalty is applied to the saving
throw. A failed saving throw indicates that the creature is lame or spent and
can't travel any farther that day. Thereafter, it can move only at its walking
movement rate until it is rested for at least one day.
Galloping: Moving at this speed allows
a mount to triple its base cross-country movement rate. A gallop can be
safely maintained for one hour, but if the rider doesn’t want to risk hurting
or killing the mount it must be walked for an hour before its speed can again
be increased. If the rider is willing to take the risk, a mount can be pushed
to a gallop for longer than one hour. A saving throw vs. death with a –3
penalty must be made. If the save is failed then the mount will collapse and
die of exhaustion. If the saving throw succeeds, the creature is merely spent
and must be rested – not ridden at all – for 1 day.
Racing Speed: Moving at this speed allows
a mount to quadruple its base cross-country movement rate. Racing speed
can be safely maintained for only five minutes, but if the rider doesn’t want
to risk killing the mount it must be walked for two hours before its speed can
again be increased. If the rider is willing to take the risk, a mount can be
pushed to racing speed for longer than five minutes though never longer than
fifteen minutes (at which time the mount will automatically die). A saving
throw vs. death with a –5 penalty must be made. If the save is failed then the
mount will collapse and die of exhaustion. If the saving throw succeeds, the
creature is merely spent and must be rested – not ridden at all – for 1 day.
(Modern racing thoroughbreds and quarterhorses can achieve speeds of up to 40
mph or 64 km/hr under loads of 119 to 139 pounds or 54 to 63 kg over distances
of one to two miles).
Exhaustion or Lameness: When
a creature goes lame, exhausts itself, or is ridden too hard, there is no way
of knowing just when the creature will collapse. Player characters can't be
certain of travelling the full extra distance. The DM should determine where
and when the creature collapses. This can be a random place or at some point
the DM thinks is best for the adventure.
Quality Mounts: Some mounts are faster or
have more endurance than others. These mounts of quality are sought after and
extremely valuable.
Types of Vehicles: While animals are useful for getting around in the wilderness, they are seriously limited by the size of the load they can carry. Peasants and merchants often use wagons and carts for trade. Chariots are favoured by the wealthy and in times of war, but aren’t normally used for long-distance travel. Sledges and dog sleds are handy in snow and ice-bound regions.
Carts are small two-wheeled affairs. They can be
pulled by one or two animals, but no more than this. Wagons are four-wheeled and can hitch anywhere from two to
twelve (or even more!). The movement rate of a horse or other animal is
automatically reduced by 50% when hitched, and additional animals do not
increase the speed. However, the standard load each beast can carry is tripled.
The weight of the cart or wagon and driver is not considered for this, only the
cargo. Each additional animal adds its tripled capacity to the total load
hauled. Thus, a wagon pulled by eight draft horses could carry 7200 lbs (300 x
3 x 8), or 3.2 tons worth of cargo before encumberance starts to slow movement.
Of course, travelling will be slow – only 12 miles a day on a level road.
Chariots are intended more for speed, comfort, and
their usefulness in warfare, than for their ability to haul loads. Chariots can
hitch one to four horses (or other creatures), but no more than this. A horse
can pull its normal load (the weight of the chariot not included) at its normal
movement rate. Each additional horse in the hitch either increases the cargo
limit by the horse's standard load or increases the movement rate by a factor
of 1. The chariot can't have more movement points than the creatures pulling it
would normally have. A chariot pulled by four medium war horses could have a
movement rate of 15 or pull 1060 lbs., enough for four large or armoured men.
It could also have some combination of the two (movement rate of 16 and a cargo
of 795 in the above example).
Dog sleds are normally
pulled by seven to eleven dogs. When hitched, a sled dog's movement is reduced
by 50%. However, each additional dog adds one movement factor to the sledge, up
to the maximum of movement of the animal. Thus a dog sled with seven dogs would
have a movement of 13. Each dog can pull 90 lbs, not including the weight of
the sledge. Due to their lighter weight and the sledge design, dog sleds can
cross all types of snow and ice without penalty.
Effect of Terrain: The greatest limitation on
all vehicles is terrain. Wagons, carts, and chariots are restricted to level or
open ground unless travelling on a road or the best trails. While a wagon can
cross a mountain range by staying to the open valleys and passes, it just can't
make good progress in a thick forest. Sledges and dog sleds can be used only in
snow-covered or ice-coated lands. Sledges (pulled by horses or the like) are
treated as carts, are effective only on hard-packed snows and ice, and can
ignore the penalties for these. Deep snow causes the horse to flounder and the
runners to sink, so no benefit is gained in these conditions.
Standard Terrain Costs:
Table 9 – Special Terrain Modifiers
|
|
Situation
|
Modifier
|
Chasm* |
+3 |
Cliff* |
+3 |
Duststorm, sandstorm |
x3 |
Freezing cold** |
+1 |
Gale-force winds |
+2 |
Heavy fog |
+1 |
Ice storm |
+2 |
Mud |
x2 |
Rain, heavy |
x2 |
Rain, light |
+1 |
Rain, torrential |
x3 |
Ravine
|
+½
|
Ridge |
+1 |
River*** |
+1 |
Scorching heat** |
+1 |
Snow, blizzard |
x4 |
Snow, normal |
x2 |
Stream*** |
+½ |
*These assume the player characters find a route
around the obstacle. Alternatively, the DM can require the characters to
scale or span the obstacle, playing out this encounter. |
|
**These extremes must be in excess of the norm
expected of the character or creature. Thus, a camel is relatively unaffected
by the scorching heat of a desert and a yak barely notices the cold of high
mountains. |
|
***This cost is negated by the presence of a
bridge or ford. |
Special Terrain Costs: The movement point costs
given in Table 8 assume the best of conditions in each terrain, eg. the
mountains are assumed to be free of cliffs; the woods have no high-banked
streams; rains haven't turned the plains to mud; the tundra hasn't been
blanketed in snow. However, poor travelling conditions do occur, which slows
travel. Table 9 lists common obstacles and situations that slow movement. The
modifiers are listed as either additional movement point costs or multipliers.
When additional movement costs are listed, these are added to the cost of the
surrounding terrain, eg. crossing a ridge in the high mountains costs nine
movement points for that mile instead of eight. Multipliers increase the
movement cost by the amount listed. Snow, for example, doubles the cost of
crossing the plains. Indeed, severe weather or torrential rains can actually
bring all travel to a halt.
Table 8 – Terrain Costs for |
|
Terrain Type |
Movement Cost |
Barren, wasteland |
2 |
Clear, farmland |
½ |
Desert, rocky |
2 |
Desert, sand |
3 |
|
4 |
|
2 |
|
3 |
Glacier |
2 |
Hills, rolling |
2 |
Hills, steep (foothills) |
4 |
Jungle, heavy
|
8
|
Jungle, medium |
6 |
Marsh, swamp |
8 |
Moor |
4 |
Mountains, high |
8 |
Mountains, low |
4 |
Mountains, medium |
6 |
Untraveled plains, grassland, heath |
1 |
Scrub, brushland |
2 |
Tundra
|
3
|
Roads and Trails: The main purpose of roads
and trails is to provide a clear route for wagons, carts, and other forms of
heavy transport. It is impossible for such vehicles to cross any terrain that
has a movement point cost greater than 1 unless they are following a road or
trail. In addition, roads and trails normally go somewhere, so it is hard (but
not impossible) for characters to get lost while following them.
Trails are by far the most common cleared track
found in AD&D game worlds. Often little more than narrow game trails, they
are the natural result of traffic moving from one point to another. Though not
roads (in that they are not maintained), they tend to be fairly open pathways.
Still, characters may have to see to the removal of fallen trees and stones or
the clearing of brush—all things that can be accomplished by the occasional
traveler. Trails normally follow the path of least resistance, avoiding
difficult obstacles such as chasms, cliffs, and unfordable rivers. While this
may increase the distance characters must travel, it usually results in an
overall saving of time and effort. When traveling along a trail, the movement
point cost is half normal for the terrain type traversed by the trail. Following
a trail through the heavy forest, for example (movement cost of four), costs
only 2 movement points per mile. An unencumbered man on foot would be able to
march 12 miles through such terrain without exerting himself. Trails through
settled farmland offer no improvement, since these areas are easy to travel
through already.
Roads are costly to build and maintain, so they
were very rare in the Middle Ages (the general time period of the AD&D
game). Only the largest and best organized empires can undertake such ambitious
construction programs. In areas of level or rolling ground, such as forests and
plains, roads reduce the movement cost to one-half point per mile. In areas of
mountainous ground, roads are no better than trails and reduce movement costs accordingly.
A road travelling through high mountains is only four movement points per mile.