Robert Fisher

Just thinking out loud

Classic D&D movement rates

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  • Base speed is in feet per turn. (Assumings mapping, searching, being quiet, & the dark & dingy conditions of a dungeon.)
  • Encounter speed = base speed ÷ 3. Can only be maintained for 60 rounds.
  • Running = base speed per round. Can only be maintained for 30 rounds. (Must rest for three turns after 30 rounds of running or be at a penalty.)
  • Miles/day = base speed ÷ 5
  • Yards/turn = base speed (read as yards)
  • Forced march = 1.5 × miles/day, but must rest for one day following
  • Pursuit speed = base speed read as yards per round--short time, rest afterwards
ArmorTreasureBase
per turn
Encounter
per round
Running
per round
NoneNo120'40'120'
Magic leather
NoneYes90'30'90'
Magic leather
LeatherNo
Magic metal
LeatherYes60'20'60'
Magic metal
MetalNo
MetalYes30'10'30'
  • Clear, city, trail, grasslands: normal rate
  • Forest, hills, desert, broken: 2/3 the normal rate
  • Mountains, jungle, swamp: 1/2 the normal rate
  • Road: 3/2 the normal rate

Spell & missile ranges are in yards in the wilderness. Area of affect remains in feet.

In combat: Retreat, fighting withdrawal, move & attack...


306090120150180240
Dungeon Exploring306090120150180240feet/turn
Dungeon Encounter10203040506070feet/round
Dungeon Running306090120150180240feet/round
Wilderness Exploring6121824303648miles/day
Wilderness Exploring306090120150180240yards/turn
Wilderness Forced March9182736455472miles/day
Wilderness Pursuit306090120150180240yards/round
Wilderness Encounter10203040506070yards/round
Wilderness Running306090120150180240yards/round

Classic D&D