# MOVEMENT

## 1st Edition Rules

Movement rate is always shown by a numeral followed by the sign for inches thus, 9″. The number of inches moved is scaled to circumstances and time by modifying either the distance represented or the time period or both. Movement in the Dungeon: The movement distance in the dungeon is 1″ to 10′ over a turn of 10 minutes duration while exploration and mapping are in progress. If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds). If the party is fleeing, a11 movement – excluding encumbered movement, is 10 times faster, so each move takes only 1/10 of a turn, or 1 round. This same movement rate applies to combat situations, so by converting each 1″ movement rate to 10′, and then taking 1/10 of the round (using segments), the distance a character or monster can travel during the course of combat is easily found:

Movement Rate: 6″ In one minute 60′ feet In segment: 6′

Movement Rate: 9″ In one minute 90′ feet In segment: 9′

Movement Rate: 12″ In one minute 120′ feet In segment: 12′

If moving but 12′ in 6 seconds seems slow, consider the conditions – whether prolonged physical exertion or the threat of hostile counter to the movement.

#### DOESN’T MAKE SENSE and we are not using this rules.

## 2nd Edition Rules

An unencumbered human can walk 120 yards (360 feet), slightly more than a football field, in one minute. (Player’s Handbook 2ed, p119.)

Thus, a movement of 12 (or 12″) means that the person moves 12 yards (36 feet) per segment or 120 yards (360 feet). Someone with move 9 (9″) moves at 90 yards per minute. Movement of 6 moves 60 yards per minute. Thus, someone with movement of 12 moves 60′ feet per **melee round** (10 seconds).

#### DOESN’T MAKE SENSE and we are not using this rules.

## Castle and Crusaders, and 3rd Edition

MOVEMENT: The movement rate is provided in feet. It refers to the distance a character can normally move in one round. (Castle and Crusaders p31.) Human movement is 30 feet per round [1 minute] (Castle and Crusaders p37.)

Human base land speed is 30 feet. (3.5Ed Player’s Handbook p13.)

Table 8–3: Tactical Speed

Race No Armor or Light Armor Medium or Heavy Armor

Human, elf, half-elf, half-orc 30 ft.(6 squares) 20 ft.(4 squares)

Dwarf 20 ft.(4 squares) 20 ft.(4 squares)

Tactical speed, for combat, is measured in feet (or squares) per round.

Thus, in 3rd and C&C, the movement rate is more accurate and realist than 1st and 2nd edition rules.

#### THIS DOES MAKE SENSE and we are going to use these rules with some modification.

We are going to use the movement rate of 36 instead of 30. Why:

Where does the 12 (or 12″) come from? This number was originally used for figure movement. But what does the “12” mean. Per 1st and 2nd edition rules:

Movement Outdoors: The major difference in outdoor movement is distance and time. Each 1″ equals the number of miles a character or creature can travel in one-half day’s trekking. (Player’s Handbook 1st Edition, p102.) Thus, a full day’s walk will be twice the movement rate, i.e. 12′ = 24 miles.

Under normal conditions, a character can walk twice his movement rate in miles in those ten hours. Thus an unencumbered man can walk 24 miles across clear terrain. (Player’s Handbook 2nd Edition, p120.)

In **1** mile there is 5,280 feet, or **1,760 yards. ** In 2.4 miles, there is **12,672** feet, or **4,224 yards. **It would be better to use 2.5 miles for accuracy instead of 2.4 miles. In **2.5** miles there is **13,200** feet or **4,400 yards**.

In one round (1 minute), there are 6 melee rounds (10 seconds). In one hour there are 60 rounds/minutes. So how far can you travel if you are going at 30 feet per round: 30 (feet) x 6 (melee rounds) x 60 (round/melee rounds) = **10,800 feet or 3,600 yards. ** The difference between 13,200 and 10,800 is** 2400 feet or 800 yards.** This is too big of a discrepancy. That is a difference of 80 minutes 2,400 feet divided by 30 feet/minute = 80 minutes.

But if you are moving at 36 feet (12 yards, i.e. 12 movement rate), then you can travel **12,960 feet** in one hour: 36’/minute or round x 360 [6 x 60] or **4320 yards**. The difference between **13,200 feet** (or **4,400 yards**) and **12,960 feet **(or **4,320 yards**) is** 240 feet** (or **80 yards**), which is 6.666 minutes.

The movement 12 (12 yards or 36 feet per melee round) comes from 13,200 feet divided by 360 melee rounds, which is 36.666. 36.666 is ≈ 36.

An average man with a normal gait can walk 2.5 miles in AD&D. Why so little when per Wikipedia, the average human walking speed is about 3.1 miles per hour (mph). Specific studies have found pedestrian walking speeds ranging from 2.80 mph per hour to 2.95 mph for older individuals, and from 3.31 mph per hour to 3.37 mph for younger individuals.

Thus, the 12 comes from the amount overland movement a human can cover in half a day’s trek; 12.5 miles (a league) per half a day’s trek. Or 25 miles per day.

Because of stops for rest, food, encounters and bathroom breaks. After all, a day’s walk is about 10 hours per day. Two hours before and after trekking, one has to prepare for evening and morning, breakfast and supper, packing down and packing up, etc.