Endurance/Movement

Encumbrance affects how quickly characters can move about. A Fighting Man armored from head to toe can move at 120’ per turn at a slow walk. A Magic-User who has no armor and isn’t really carrying much at all can move 240’ per turn.

See the “Speed in Feet Per Turn” table for values.

If a character is encumbered, they will be unable to fight as efficiently as they might like. A character may wish to charge or sprint at certain times, but he will not be able to keep up the pace for any great distance. Dropping items to lighten the load can help, and the GM might ask you to make an Endurance Check (roll under the character’s Constitution on 3d6).

Speed in Feet Per Turn*

* For running movement, triple all distances

Movement Type

Unarmored/unencumbered

Leather armor/heavy load

Chain mail/very heavy load

Plate mail/heavy load

Mapping

230′

160′

110′

40′

Walking

460′

320′

220′

100′

 

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