There are three movement scales, as follows.
• Tactical, for combat, measured in feet (or squares) per round.
• Local, for exploring an area, measured in feet per minute.
• Overland, for getting from place to place, measured in miles per hour or miles per day.
Modes of Movement:
While moving at the different movement scales, creatures generally walk, hustle, or run
A walk represents unhurried but purposeful movement at 3 miles per hour for an unencumbered human
A hustle is a jog at about 6 miles per hour for an unencumbered human
. A character moving his or her speed
twice in a single round, or moving that speed
in the same round that he or she performs a standard action
or another move action
is hustling when he or she moves.
Moving three times speed
is a running pace for a character in heavy armor. It represents about 9 miles per hour for a human
in full plate.
Moving four times speed
is a running pace for a character in light, medium, or no armor. It represents about 12 miles per hour for an unencumbered human
, or 8 miles per hour for a human
Evasion And Pursuit - In round-by-round movement, simply counting off squares, it's impossible...
Local Movement - Characters exploring an area use local movement, measured in feet per minute.
Hustle - A character can hustle without a problem on the local scale.
Walk - A character can walk without a problem on the local scale.
Moving Around In Squares - In general, when the characters aren't engaged in round-by-round combat,...
Moving In Three Dimensions
Overland Movement - Characters covering long distances cross-country use overland movement.
Tactical Movement - Use tactical movement for combat. Characters generally don't walk during combat-they hustle or run.
Hampered Movement - Difficult terrain, obstacles, or poor visibility can hamper movement.
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