Time and Movement

Scales of Movement

Tactical

measured in feet (or 5-foot squares) per round, and is the speed a creature can move in a Move Action

Local

measured in feet per minute. This is equal to 10x the character’s Tactical speed. i.e a creature that moves at 40’ per round, also moves at 400’ per minute

Overland

for getting from place to place, measured in miles per hour. This is equal to 1/10th the character’s Tactical speed. i.e a creature that moves at 40’ per round, also moves at 4 miles per hour.

For effects on Terrain and Overland Movement follow the link

Hampered Movement

Condition Movement Cost multiplier
Difficult Terrain 2
Obstacle* 2
Poor Visibility 2
Impassable

*May require a skill check

Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You can’t run or charge through any square that would hamper your movement.

Effort

A character can move at different levels of effort, and therefore gain more speed. These different modes of movement can cause fatigue. See description for the effects each has.

Hustle

A hustle is a jog. A character can hustle for 1 hour without a problem, moving at double his overland speed. Hustling for a second hour in between sleep cycles is +10 check against Fort Defense. Each doubling of hours adds another +2 to the check.

Run (x3)

Moving three times speed is a running pace for a character in medium or heavy armor. A character can run for 1 minute without a problem. Running for a second minute in between sleep cycles is +10 check against Fort Defense. Each doubling of minutes adds another +2 to the check.

Run (x4)

Moving four times speed is a running pace for a character in light or no armor. A character can run for 1 minute without a problem. Running for a second minute in between sleep cycles is +10 check against Fort Defense. Each doubling of minutes adds another +2 to the check.

Forced March

Time and Movement

Seeds of Freedom IanWatt IanWatt