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Speed






VARIABLE MOVEMENT IN ACTION SCENES (VARIANT RULE)
When a creature moves, roll Acrobatics, Athletics (Climb or Swim), or Initiative. Apply your size modifier to Brawn to this roll. Modify the roll by ±2 per 5 ft. your base speed differs from 30 ft.





Adjustments:
Difficult terrain: halve the result before converting to distance.
Obstacles: apply a penalty equal to ½ their DC to the roll.
Always round final distance down to the nearest 5 ft.

Speed Modes:

Run: double distance
Shift: halve distance
Base Speed

Base Speed is your unencumbered speed for a movement type (usually land). It includes all bonuses except armor, encumbrance, or effects that modify “normal speed.”

Normal Speed

Normal Speed = base speed after armor and encumbrance penalties.

Use the worse value if both apply.
Medium/heavy load counts as medium/heavy armor.
Full Speed

Full Speed = normal speed after all effects (e.g., haste).
This is the value used for most calculations.

Movement Formula

1d20 + modifiers �— 3 = feet traveled (round down to nearest 5 ft.)

Run doubles distance; Shift halves it.
0 or less = fall prone.
Overland Movement

Used for long-distance travel:

1 hour: full speed ÷ 10 (miles)
1 day (8 hours): hourly speed �— 4
Movement Types & Modes
Types: burrow, climb, fly, land, swim
Modes:
Walk (standard pace)
Hustle (double move)
Run (�—3 or more, depending on conditions)

Top Speed refers to your best available movement mode.

Hampered Movement

Conditions that hinder movement increase cost:

Difficult terrain, obstacles, poor visibility: �—2 cost
Multiple effects multiply together

If movement is reduced below 5 ft., you may move 5 ft. as a full-round action (provokes attacks).

You cannot run or charge through hampered terrain.

Encumbrance

Encumbrance comes from armor or weight:

Use the worse penalties; do not stack them.
Medium/heavy loads reduce speed and impose penalties like armor.

Lifting & Dragging:

Lift overhead: up to max load
Lift off ground: up to 2�— max load (move 5 ft.)
Push/drag: up to 5�— max load (modified by conditions)

Size Modifiers:

Larger creatures carry more; smaller carry less.
Quadrupeds carry more than bipeds.
Tactical, Local, and Overland Movement
Tactical: feet per round (combat)
Local: feet per minute (exploration)
Overland: miles per hour/day (travel)
Overland Limits
Walk: 8 hours/day safely
Hustle: 1 hour safe; extra hours deal increasing nonlethal damage and cause fatigue
Run: not sustainable (counts as hustle over time)

Forced March:

Beyond 8 hours: Constitution checks (DC 10 +2/hour) or take nonlethal damage and become fatigued
Terrain Effects

Terrain modifies overland speed:

Roads/highways: normal

Rough or trackless terrain: reduced movement (varies by terrain type)
Chases (Evasion & Pursuit)

Equal speeds (short chase): opposed Dexterity (Acrobatics), Dexterity (Initiative), Strength (Climb), or Strength (Swim) rolls, depending on the terrain and movement speeds used.

Long chase: opposed Constitution (Fortitude) saving throws or Wisdom (Survival) rolls.

Winner escapes or catches the other.

Key Terms
Speed: usually refers to normal speed
Speed Type: movement category (fly, swim, etc.)
Speed Mode: how you move (walk, run, etc.)
Top Speed: fastest available movement method