Movement & Encumbrance

Movement
NEEDS WORK

Movement by Rounds
Maneuver Phase: During the Maneuver Phase each character can move 15' (3 squares or hexes) modified by Encumbrance. Retreating Characters move first, then the PC party, then other NPCs.

Action Phase: During the Action Phase each character can move 45' (9 squares or hexes) modified by Encumbrance. Movement takes place on the character's initiative.

Moving While Maintaining a Spell which is already in effect (eg. Dark Mist) negates Maneuver Phase movement and reduces Action Phase movement by ½. (Maintaining the spell blocks any other action, but can be combined with a reduced movement.)

Obstructions to Movement: In some circumstances an ally is not a block to Bob's movement through a (normally 5') space which his ally occupies.
 * Movement is blocked by all foes, and by allies who are engaged in combat. Other allies do not block movement.
 * Bob may exchange positions with an adjacent, non-engaged ally as Bob's action.
 * Two allies may occupy the same space, but in that case neither ally may attack and both allies have Disadvantage against melee and missile attacks.

Movement by Turns
Cautious Movement decreases the party's chance of being surprised, increases its chance to surprise others, and increases its chance to detect traps, secret doors, etc. Cautious movement also allows detailed mapping. Note, however, that cautious movement is slow: in 1 turn a party may make cautious movement of 220 feet (about ¼ mph) in a dungeon-like environment.

Normal Movement gives the party normal chances of being surprised, surprising others, and detecting traps, secret doors, etc. Normal movement allows only rough mapping. In 1 turn a party may make normal movement of 440 feet (about ½ mph) in a dungeon-like environment.

Rapid Movement increases the party's chance of being surprised, decreases its chance to detect traps, secret doors, etc., and eliminates any chance to surprise others or to map. In 1 turn a party may make rapid movement of 880 feet (about 1 mph) in a dungeon-like environment.

Movement by Hours and Days
Long distance travel can be conducted in terms of hexes, each 5 miles across. A number of hours are required to enter or search a hex. If you want to move but spend less time than required, you do not move to the next hex, but you may carry over the time to the next day's travel.

°Penalties apply

A number of factors can cause the time required to shift 1 (or more) columns to the right (adjustments will be needed for cart or horse):
 * Moving with stealth or with more than usual caution
 * Extreme loads (see Encumbrance), traveling at night, rain, natural hazards
 * Storm, heavy rain, fog (these shift travel time 2 columns to the right)
 * Powerful storm, or heavy fog (these shift travel time 3 columns to the right)

Attack of Opportunity
Conditions for an Attack of Opportunity:
 * 1) Bob is holding a melee weapon, and
 * 2) A foe enters a space adjacent to Bob, and
 * 3) The foe continues his move by exiting that same adjacent space, and
 * 4) Both entry and exit take place during a single Action phase.

If these conditions are met, Bob may make a free melee attack as the foe passes. A successful attack will stop the foe's movement. Note that merely stopping next to Bob does not trigger a response.

Encumbrance
Encumbrance -- based on weight carried -- reduces movement, creates Fatigue, and modifies die rolls for most physical actions. One "load" of encumbrance is equal to 5 times Bob's Muscles in pounds.

(Items of unspecified weight will usually weigh more or less the same as in D&D 3.5. -- https://www.dandwiki.com/wiki/Main_Page, choose "System Reference Document" under "Revised 3rd Edition (3.5e)", equipment is at the bottom of the middle column.)

Exempt Items
Do not count the weight of these items for purposes of encumbrance. Note that only 1 of each item is exempt, and that any contents of these items are not exempt. If more than one, count the lowest weight item as exempt. Treat up to 20 silver coins as 1 item weighing 1 lb.


 * 1 knife or dagger
 * 1 normal clothes
 * 1 bedroll
 * 1 backpack
 * 1 set of belts with straps and containers to hold weapons, arrows, bombs, etc. (no GP cost)

Containers with Contents: For these containers, the weights of both the items and their contents are not counted for purposes of encumbrance.
 * 1 waterskin
 * 1 coin purse (maximum value carried = 20 shillings)
 * 1 combat pouch — (10 small items such as herbal potions, small magic items)
 * One scroll case — (maximum 10 sheets of parchment)
 * 1 camping kit (with flint, chalk, whetstone, up to a total of 10 small items

Encumbrance Limits for Special Actions
Climbing, Jumping and other weight-sensitive actions should treat 1 "load" of encumbrance as equal to 3 times Bob's Muscles in pounds.(Remember that Bob's encumbrance goes down if he removes his backpack, etc.) Swimming should treat 1 "load" of encumbrance as equal to 2 times Bob's Muscles in pounds.

GM Musings
Questions: Should Bob's speed be doubled if he was already moving and not adjacent to a foe at the start of the round? Should passing through a ZOC cost more?