CARRYING, MOVEMENT, & EXPLORATION
- Encumbrance rules determine how much a character's armor and equipment slow him or her down.
Armor And Encumbrance For Other Base Speeds
- The table below provides reduced speed figures for all base speeds from 20 feet to 100 feet (in 10-foot increments).
Bigger And Smaller Creatures
- The figures on Table: Carrying Capacity are for Medium bipedal creatures.
Encumbrance By Armor
- A character's armor defines his or her maximum Dexterity bonus to AC, armor check penalty, speed, and running speed.
Lifting And Dragging
- A character can lift as much as his or her maximum load over his or her head.
Table: Carrying Capacity
Table: Carrying Loads
- For Strength scores not shown on Table: Carrying Capacity, find the Strength...
- If you want to determine whether your character's gear is heavy enough...
Breaking And Entering
- When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.
- Objects are easier to hit than creatures because they usually don't move,...
- When a character tries to break something with sudden force rather than...
- Each object has hardness-a number that represents how well it resists damage.
- An object's hit point total depends on what it is made of and how big it...
- Nonmagical, unattended items never make saving throws.
Smashing An Object
- Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack.
Table: Common Armor, Weapon, And Shield Hardness And Hit Points
Table: Dcs To Break Or Burst Items
Table: Object Hardness And Hit Points
Table: Size And Armor Class Of Objects
Table: Substance Hardness And Hit Points
Vision And Light
- Dwarves and half-orcs have darkvision, but everyone else needs light to see by.
Table: Light Sources And Illumination
- There are three movement scales, as follows.
Evasion And Pursuit
- In round-by-round movement, simply counting off squares, it's impossible...
- Characters exploring an area use local movement, measured in feet per minute.
- A character can hustle without a problem on the local scale.
- A character can walk without a problem on the local scale.
Modes Of Movement
- While moving at the different movement scales, creatures generally walk, hustle, or run.
Moving Around In Squares
- In general, when the characters aren't engaged in round-by-round combat,...
Moving In Three Dimensions
Tactical Aerial Movement
- Once movement becomes three-dimensional and involves turning in midair...
- Characters covering long distances cross-country use overland movement.
- In a day of normal walking, a character walks for 8 hours.
- A character can hustle for 1 hour without a problem.
- A mount bearing a rider can move at a hustle. The damage it takes when...
Table: Hampered Movement
Table: Mounts And Vehicles
Table: Movement And Distance
Table: Terrain And Overland Movement
- The terrain through which a character travels affects how much distance...
- A character can walk 8 hours in a day of travel without a problem.
- See Table: Mounts and Vehicles for speeds for water vehicles.
- Use tactical movement for combat. Characters generally don't walk during combat-they hustle or run.
- Difficult terrain, obstacles, or poor visibility can hamper movement.
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