Movement & Encumbrance

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Movement in Combat
Maneuver Phase: During the Maneuver Phase each character can move 15' modified by Encumbrance. Retreating Characters move first, then the PC party, then other NPCs.

Action Phase: During the Action Phase each character can move his Speed modified by Encumbrance. Movement takes place on the character's initiative, which in the case of an NPC can be based upon a combat roll rather than an athletics roll (to avoid the need to set and reset NPC actions).

Moving While Maintaining a Spell already in effect (eg. Dark Mist) reduces Action Phase speed by ½ (round up).

Obstructions to Movement: In some circumstances another character is not a block to Bob's movement through the (normally 5') space which the other character occupies.
 * Movement is blocked by all foes, and by allies who are engaged in combat. Other allies do not block movement.
 * An engaged character may exchange positions with an adjacent, non-engaged ally as the engaged character's move
 * 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.

Non-Combat Movement
Races and Chases can be simulated by using opposed Athletics rolls.

Long Distance Movement

Cautious movement travels half the normal distance. Rapid movement travels twice the normal distance, but cannot be sustained and cannot increase the per day travel distances.

Extreme loads, bad weather, traveling at night, and so on may also reduce travel distance. (Powerful storm ✕ 1/6, Storm or Heavy Fog ✕ 2/6, Heavy Rain or Fog ✕ 3/6, Rain ✕ 4/6.) This reduction is in addition to any natural hazards.

Encumbrance
Effects of Encumbrance: Encumbrance, based on weight carried, is a penalty to most die rolls, including magic rolls. Encumbrance also reduces Maneuver Phase movement by 5' and Action Phase movement by 10' for each die of Encumbrance. Item weights will be 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 50 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)

Container with Contents: For these containers, the weights of both the items and their contents are not counted for purposes of encumbrance.

1 waterskin One coin purse — (maximum capacity 250 coins, carrying more requires a second coin purse) One combat pouch — (maximum capacity 10 small items such as herbal potions, small magic items) One scroll case — (maximum capacity 10 sheets of parchment) 1 camping kit (with flint, chalk, whetstone, up to a total of 10 small items

Encumbrance Limits for Different Actions
Bob's normal encumbrance limit (no penalty) is equal to Bob's STR times 10 pounds. Add 1 die to encumbrance for each 10 pounds (or part thereof) over that limit.

Encumbrance for Weight-Sensitive Actions: Climbing, Jumping and the like have an encumbrance limit of STR times 6 pounds. Add 1 die to encumbrance for each 6 pounds (or part thereof) over that limit. (Remember that Bob's encumbrance goes down if he removes his backpack, etc.)

Encumbrance for Swimming: Swimming has an encumbrance limit of STR times 3 pounds. Add 1 die to encumbrance for each 3 pounds (or part thereof) over that limit

Negative Encumbrance: If Bob is carrying less than half his encumbrance limit, he gets 2 negative encumbrance die for a +2 bonus to Action and Defense Rolls and an extra 5' of Maneuver Phase movement and 15' of Action Phase movement.