Movement & Encumbrance

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 ⅓.

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
Need mechanics for hex-based movement.

OLD TEXT FOLLOWS

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. END OLD TEXT

Encumbrance
One load of encumbrance is equal to 5 times Bob's Muscles.

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.

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?

Simplify move distance to fixed distance +/- encumbrance 6" 9" 12" scaling: neg, normal, encumbered, overloaded: 12/9/6/1 divide in 2: 4/3/2/1 and 8/6/4/2 +1 / 0 / -1 / -2 dice penalty while continuing spell: 0 and 7/5/3/1 (= -1)

How do ZOC? in and out without chance to be hit ==> bonus chance to be hit. Tricky only if in on movement and out on maneuver. "Any move into ZOC requires chance to be hit" AOE includes Retreat

abstract movement hex & square

PRIVATE PART (GM) -Movement and Encumbrance Abstract Movement: Squares and Hexes

Travel Distance in Miles for Different Terrain (Normal Movement)

Miles per Day and per Hour	Foot/day	Cart/day	Horse/day	Foot/hr	Cart/hr	Horse/hr	Feet per Turn Road	30	24	36	2.5	2	3	2,200 Open Country, Light Forest, Trail	24	12	30	2	1	2.5	1,760 Medium Forest, Hills	18	6	18	1.5	0.5	1.5	1,320 Thick Forest, Forested Hills, Jungle	12	0	6	1	0	0.5	880 Mountain, Underground, Swamp	6	0	0	0.5	0	0	440