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carryingAndExploration.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN"
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<meta content="text/html; charset=windows-1250" http-equiv="content-type" />
<link rel="shortcut icon" href="favicon.ico" />
<title>
SRD - Carrying, Movement, and Exploration
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<img alt="d20 Logo" src="d20.jpg" />
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System Reference Document v3.5
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</tr>
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<ul>
<li><a href="spellsAtoB.html">Acid Arrow — Burning Hands</a></li>
<li><a href="spellsC.html">Call Lightning — Curse Water</a></li>
<li><a href="spellsDtoE.html">Dancing Lights — Eyebite</a></li>
<li><a href="spellsFtoG.html">Fabricate — Gust of Wind</a></li>
<li><a href="spellsHtoL.html">Hallow — Lullaby</a></li>
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Monster Search</a></li>
<li><a href="monstersAtoZ.html">Monsters A to Z</a>
<ul>
<li><a href="monstersA.html">Aboleth — Azer</a></li>
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<!-- main contents -->
<a id="carrying-movement-and-exploration"></a><h2>Carrying, Movement, and Exploration</h2>
<a id="carrying-capacity"></a><h3>CARRYING CAPACITY</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">Encumbrance rules determine how much a
character’s armor and equipment slow him or her down. Encumbrance comes
in two parts: encumbrance by armor and encumbrance by total weight.</p>
<a id="encumberance-by-armor"></a><p><b>Encumbrance by Armor</b>: A character’s armor defines his
or her maximum Dexterity bonus to AC, armor check penalty, speed, and
running speed. Unless your character is weak or carrying a lot of gear,
that’s all you need to know. The extra gear your character carries
won’t slow him or her down any more than the armor already does.</p>
<p>If your character is weak or carrying a lot of gear, however,
then you’ll need to calculate encumbrance by weight. Doing so is most
important when your character is trying to carry some heavy object.</p>
<a id="weight"></a><p><b>Weight</b>: If you want to determine whether your
character’s gear is heavy enough to slow him or her down more than the
armor already does, total the weight of all the character’s items,
including armor, weapons, and gear. Compare this total to the
character’s Strength on Table: Carrying Capacity. Depending on how the
weight compares to the character’s carrying capacity, he or she may be
carrying a light, medium, or heavy load. Like armor, a character’s load
affects his or her maximum Dexterity bonus to AC, carries a check
penalty (which works like an armor check penalty), reduces the
character’s speed, and affects how fast the character can run, as shown
on Table: Carrying Loads. A medium or heavy load counts as medium or
heavy armor for the purpose of abilities or skills that are restricted
by armor. Carrying a light load does not encumber a character.</p>
<p>If your character is wearing armor, use the worse figure (from
armor or from load) for each category. Do not stack the penalties.</p>
<a id="lifting-and-dragging"></a><p><b>Lifting and Dragging</b>: A character can lift as much as
his or her maximum load over his or her head.</p>
<p>A character can lift as much as double his or her maximum load
off the ground, but he or she can only stagger around with it. While
overloaded in this way, the character loses any Dexterity bonus to AC
and can move only 5 feet per round (as a full-round action).</p>
<p>A character can generally push or drag along the ground as
much as five times his or her maximum load. Favorable conditions can
double these numbers, and bad circumstances can reduce them to one-half
or less.</p>
<a id="bigger-and-smaller-creatures"></a><p><b>Bigger and Smaller Creatures</b>: The figures on Table:
Carrying Capacity are for Medium bipedal creatures. A larger bipedal
creature can carry more weight depending on its size category, as
follows: Large x2, Huge x4, Gargantuan x8, Colossal x16. A smaller
creature can carry less weight depending on its size category, as
follows: Small x3/4, Tiny x1/2, Diminutive x1/4, Fine x1/8.</p>
<p>Quadrupeds can carry heavier loads than characters can.
Instead of the multipliers given above, multiply the value
corresponding to the creature’s Strength score from Table: Carrying
Capacity by the appropriate modifier, as follows: Fine x1/4, Diminutive
x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan
x12, Colossal x24.</p>
<a id="tremendous-strength"></a><p><b>Tremendous Strength</b>: For Strength scores not shown on
Table: Carrying Capacity, find the Strength score between 20 and 29
that has the same number in the “ones” digit as the creature’s Strength
score does and multiply the numbers in that for by 4 for every ten
points the creature’s strength is above the score for that row.</p>
<br />
<a id="table-carrying-capacity"></a><p><b>Table: CARRYING CAPACITY</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 550px">
<tbody>
<tr valign="bottom">
<th>Strength<br />
Score</th>
<th>Light Load</th>
<th>Medium Load</th>
<th>Heavy Load</th>
</tr>
<tr class="odd-row">
<td>1</td>
<td>3 lb. or less</td>
<td>4–6 lb.</td>
<td>7–10 lb.</td>
</tr>
<tr>
<td>2</td>
<td>6 lb. or less</td>
<td>7–13 lb.</td>
<td>14–20 lb.</td>
</tr>
<tr class="odd-row">
<td>3</td>
<td>10 lb. or less</td>
<td>11–20 lb.</td>
<td>21–30 lb.</td>
</tr>
<tr>
<td>4</td>
<td>13 lb. or less</td>
<td>14–26 lb.</td>
<td>27–40 lb.</td>
</tr>
<tr class="odd-row">
<td>5</td>
<td>16 lb. or less</td>
<td>17–33 lb.</td>
<td>34–50 lb.</td>
</tr>
<tr>
<td>6</td>
<td>20 lb. or less</td>
<td>21–40 lb.</td>
<td>41–60 lb.</td>
</tr>
<tr class="odd-row">
<td>7</td>
<td>23 lb. or less</td>
<td>24–46 lb.</td>
<td>47–70 lb.</td>
</tr>
<tr>
<td>8</td>
<td>26 lb. or less</td>
<td>27–53 lb.</td>
<td>54–80 lb.</td>
</tr>
<tr class="odd-row">
<td>9</td>
<td>30 lb. or less</td>
<td>31–60 lb.</td>
<td>61–90 lb.</td>
</tr>
<tr>
<td>10</td>
<td>33 lb. or less</td>
<td>34–66 lb.</td>
<td>67–100 lb.</td>
</tr>
<tr class="odd-row">
<td>11</td>
<td>38 lb. or less</td>
<td>39–76 lb.</td>
<td>77–115 lb.</td>
</tr>
<tr>
<td>12</td>
<td>43 lb. or less</td>
<td>44–86 lb.</td>
<td>87–130 lb.</td>
</tr>
<tr class="odd-row">
<td>13</td>
<td>50 lb. or less</td>
<td>51–100 lb.</td>
<td>101–150 lb.</td>
</tr>
<tr>
<td>14</td>
<td>58 lb. or less</td>
<td>59–116 lb.</td>
<td>117–175 lb.</td>
</tr>
<tr class="odd-row">
<td>15</td>
<td>66 lb. or less</td>
<td>67–133 lb.</td>
<td>134–200 lb.</td>
</tr>
<tr>
<td>16</td>
<td>76 lb. or less</td>
<td>77–153 lb.</td>
<td>154–230 lb.</td>
</tr>
<tr class="odd-row">
<td>17</td>
<td>86 lb. or less</td>
<td>87–173 lb.</td>
<td>174–260 lb.</td>
</tr>
<tr>
<td>18</td>
<td>100 lb. or less</td>
<td>101–200 lb.</td>
<td>201–300 lb.</td>
</tr>
<tr class="odd-row">
<td>19</td>
<td>116 lb. or less</td>
<td>117–233 lb.</td>
<td>234–350 lb.</td>
</tr>
<tr>
<td>20</td>
<td>133 lb. or less</td>
<td>134–266 lb.</td>
<td>267–400 lb.</td>
</tr>
<tr class="odd-row">
<td>21</td>
<td>153 lb. or less</td>
<td>154–306 lb.</td>
<td>307–460 lb.</td>
</tr>
<tr>
<td>22</td>
<td>173 lb. or less</td>
<td>174–346 lb.</td>
<td>347–520 lb.</td>
</tr>
<tr class="odd-row">
<td>23</td>
<td>200 lb. or less</td>
<td>201–400 lb.</td>
<td>401–600 lb.</td>
</tr>
<tr>
<td>24</td>
<td>233 lb. or less</td>
<td>234–466 lb.</td>
<td>467–700 lb.</td>
</tr>
<tr class="odd-row">
<td>25</td>
<td>266 lb. or less</td>
<td>267–533 lb.</td>
<td>534–800 lb.</td>
</tr>
<tr>
<td>26</td>
<td>306 lb. or less</td>
<td>307–613 lb.</td>
<td>614–920 lb.</td>
</tr>
<tr class="odd-row">
<td>27</td>
<td>346 lb. or less</td>
<td>347–693 lb.</td>
<td>694–1,040 lb.</td>
</tr>
<tr>
<td>28</td>
<td>400 lb. or less</td>
<td>401–800 lb.</td>
<td>801–1,200 lb.</td>
</tr>
<tr class="odd-row">
<td>29</td>
<td>466 lb. or less</td>
<td>467–933 lb.</td>
<td>934–1,400 lb.</td>
</tr>
<tr>
<td class="last-row">+10</td>
<td class="last-row">x4</td>
<td class="last-row">x4</td>
<td class="last-row">x4</td>
</tr>
</tbody>
</table>
<br />
<a id="table-carrying-loads"></a><p><b>Table: CARRYING LOADS</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 550px">
<tbody>
<tr>
<th> <br />
</th>
<th> <br />
</th>
<th> <br />
</th>
<th colspan="3" class="center">–—— Speed —–—</th>
</tr>
<tr>
<th>Load</th>
<th>Max Dex</th>
<th>Check Penalty</th>
<th>(30 ft.)</th>
<th>(20 ft.)</th>
<th>Run</th>
</tr>
<tr class="odd-row">
<td>Medium</td>
<td>+3</td>
<td>–3</td>
<td>20 ft.</td>
<td>15 ft.</td>
<td>x4</td>
</tr>
<tr>
<td class="last-row">Heavy</td>
<td class="last-row">+1</td>
<td class="last-row">–6</td>
<td class="last-row">20 ft.</td>
<td class="last-row">15 ft.</td>
<td class="last-row">x3</td>
</tr>
</tbody>
</table>
<a id="armor-and-encumberance-for-other-base-speeds"></a><h6>Armor and Encumbrance for Other Base Speeds</h6>
<p class="initial">The table below provides reduced speed figures
for all base speeds from 20 feet to 100 feet (in 10-foot increments).</p>
<br />
<a id="table-armor-and-encumberance-for-other-base-speeds"></a><table border="0" cellpadding="1" cellspacing="0" style="width: 550px">
<tbody>
<tr>
<th>Base Speed</th>
<th>Reduced Speed</th>
<th>Base Speed</th>
<th>Reduced Speed</th>
</tr>
<tr class="odd-row">
<td>20 ft.</td>
<td>15 ft.</td>
<td>70 ft.</td>
<td>50 ft.</td>
</tr>
<tr>
<td>30 ft.</td>
<td>20 ft.</td>
<td>80 ft.</td>
<td>55 ft.</td>
</tr>
<tr class="odd-row">
<td>40 ft.</td>
<td>30 ft.</td>
<td>90 ft.</td>
<td>60 ft.</td>
</tr>
<tr>
<td>50 ft.</td>
<td>35 ft.</td>
<td>100 ft.</td>
<td>70 ft.</td>
</tr>
<tr class="odd-row">
<td>60 ft.</td>
<td>40 ft.</td>
<td><br />
</td>
<td><br />
</td>
</tr>
</tbody>
</table>
<a id="movement"></a><h3>MOVEMENT</h3>
<table border="0" cellpadding="0" cellspacing="0" style="width: 100%">
<tbody>
<tr>
<td class="line"></td>
</tr>
</tbody>
</table>
<p class="initial">There are three movement scales, as follows.</p>
<ul>
<li>
<p>Tactical, for combat, measured in feet (or squares) per
round.</p>
</li>
<li>
<p>Local, for exploring an area, measured in feet per minute.</p>
</li>
<li>
<p>Overland, for getting from place to place, measured in
miles per hour or miles per day.</p>
</li>
</ul>
<a id="modes-of-movement"></a><p><b>Modes of Movement</b>: While moving at the different
movement scales, creatures generally walk, hustle, or run.</p>
<a id="modes-of-movement-walk"></a><p><i>Walk</i>: A walk represents unhurried but purposeful
movement at 3 miles per hour for an unencumbered human.</p>
<a id="modes-of-movement-hustle"></a><p><i>Hustle</i>: 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.</p>
<a id="modes-of-movement-run-x3"></a><p><i>Run (x3)</i>: 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.</p>
<a id="modes-of-movement-run-x4"></a><p><i>Run (x4)</i>: 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 in
chainmail.</p>
<a id="tactical-movement"></a><h5>TACTICAL MOVEMENT</h5>
<p class="initial">Use tactical movement for combat. Characters
generally don’t walk during combat—they hustle or run. A character who
moves his or her speed and takes some action is hustling for about half
the round and doing something else the other half.</p>
<a id="hampered-movement"></a><p><b>Hampered Movement</b>: Difficult terrain, obstacles, or
poor visibility can hamper movement. When movement is hampered, each
square moved into usually counts as two squares, effectively reducing
the distance that a character can cover in a move. </p>
<p>If more than one condition applies, multiply together all
additional costs that apply. (This is a specific exception to the
normal rule for doubling) </p>
<p>In some situations, your movement may be so hampered that you
don’t have sufficient speed even to move 5 feet (1 square). In such a
case, you may use a full-round action to move 5 feet (1 square) in any
direction, even diagonally. Even though this looks like a 5-foot step,
it’s not, and thus it provokes attacks of opportunity normally. (You
can’t take advantage of this rule to move through impassable terrain or
to move when all movement is prohibited to you.)</p>
<p>You can’t run or <a href="specialAttacks.html#charge"
style="color: rgb(87, 158, 182);">charge</a> through any square that
would hamper
your movement.</p>
<a id="local-movement"></a><h5>LOCAL MOVEMENT</h5>
<p class="initial">Characters exploring an area use local
movement, measured in feet per minute.</p>
<a id="local-movement-walk"></a><p><b>Walk</b>: A character can walk without a problem on the
local scale.</p>
<a id="local-movement-hustle"></a><p><b>Hustle</b>: A character can hustle without a problem on the
local scale. See Overland Movement, below, for movement measured in
miles per hour.</p>
<a id="local-movement-run"></a><p><b>Run</b>: A character with a Constitution score of 9 or
higher can run for a minute without a problem. Generally, a character
can run for a minute or two before having to rest for a minute</p>
<a id="overland-movement"></a><h5>OVERLAND MOVEMENT</h5>
<p class="initial">Characters covering long distances
cross-country use overland movement. Overland movement is measured in
miles per hour or miles per day. A day represents 8 hours of actual
travel time. For rowed watercraft, a day represents 10 hours of rowing.
For a sailing ship, it represents 24 hours.</p>
<a id="overland-movement-walk"></a><p><b>Walk</b>: A character can walk 8 hours in a day of travel
without a problem. Walking for longer than that can wear him or her out
(see Forced March, below).</p>
<a id="overland-movement-hustle"></a><p><b>Hustle</b>: A character can hustle for 1 hour without a
problem. Hustling for a second hour in between sleep cycles deals 1
point of nonlethal damage, and each additional hour deals twice the
damage taken during the previous hour of hustling. A character who
takes any nonlethal damage from hustling becomes <a
href="abilitiesAndConditions.html#fatigued"
style="color: rgb(87, 158, 182);">fatigued</a>.</p>
<p>A fatigued character can’t run or <a
href="specialAttacks.html#charge" style="color: rgb(87, 158, 182);">charge</a>
and takes a penalty
of –2 to Strength and Dexterity. Eliminating the nonlethal damage also
eliminates the fatigue.</p>
<a id="overland-movement-run"></a><p><b>Run</b>: A character can’t run for an extended period of
time.</p>
<p>Attempts to run and rest in cycles effectively work out to a
hustle.</p>
<a id="overland-movement-terrain"></a><p><b>Terrain</b>: The terrain through which a character travels
affects how much distance he or she can cover in an hour or a day (see
Table: Terrain and Overland Movement). A highway is a straight, major,
paved road. A road is typically a dirt track. A trail is like a road,
except that it allows only single-file travel and does not benefit a
party traveling with vehicles. Trackless terrain is a wild area with no
paths.</p>
<a id="forced-march"></a><p><b>Forced March</b>: In a day of normal walking, a character
walks for 8 hours. The rest of the daylight time is spent making and
breaking camp, resting, and eating.</p>
<p>A character can walk for more than 8 hours in a day by making
a forced march. For each hour of marching beyond 8 hours, a
Constitution check (DC 10, +2 per extra hour) is required. If the check
fails, the character takes 1d6 points of nonlethal damage. A character
who takes any nonlethal damage from a forced march becomes <a
href="abilitiesAndConditions.html#fatigued"
style="color: rgb(87, 158, 182);">fatigued</a>.
Eliminating the nonlethal damage also eliminates the fatigue. It’s
possible for a character to march into unconsciousness by pushing
himself too hard.</p>
<a id="mounted-movement"></a><p><b>Mounted Movement</b>: A mount bearing a rider can move at a
hustle. The damage it takes when doing so, however, is lethal damage,
not nonlethal damage. The creature can also be ridden in a forced
march, but its Constitution checks automatically fail, and, again, the
damage it takes is lethal damage. Mounts also become <a
href="abilitiesAndConditions.html#fatigued"
style="color: rgb(87, 158, 182);">fatigued</a> when they
take any damage from hustling or forced marches.</p>
<p>See Table: Mounts and Vehicles for mounted speeds and speeds
for vehicles pulled by draft animals.</p>
<a id="waterborne-movement"></a><p><b>Waterborne Movement</b>: See Table: Mounts and Vehicles for
speeds for water vehicles.</p>
<br />
<a id="table-movement-and-distance"></a><p><b>Table: MOVEMENT AND DISTANCE</b></p>
<table border="0" cellpadding="1" cellspacing="0" style="width: 550px">
<tbody>
<tr>
<th><br />
</th>
<th colspan="4" class="center">——————— Speed ——–————</th>
</tr>
<tr>
<th><br />
</th>
<th style="width: 15%">15 feet</th>
<th style="width: 15%">20 feet</th>
<th style="width: 15%">30 feet</th>
<th style="width: 15%">40 feet</th>
</tr>
<tr class="odd-row">
<td>One Round (Tactical)<sup>1</sup></td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
</tr>
<tr>
<td>Walk</td>
<td>15 ft.</td>
<td>20 ft.</td>
<td>30 ft.</td>
<td>40 ft.</td>
</tr>
<tr class="odd-row">
<td>Hustle</td>
<td>30 ft.</td>
<td>40 ft.</td>
<td>60 ft.</td>
<td>80 ft.</td>
</tr>
<tr>
<td>Run (x3)</td>
<td>45 ft.</td>
<td>60 ft.</td>
<td>90 ft.</td>
<td>120 ft.</td>
</tr>
<tr class="odd-row">
<td>Run (x4)</td>
<td>60 ft.</td>
<td>80 ft.</td>
<td>120 ft.</td>
<td>160 ft.</td>
</tr>
<tr>
<td>One Minute (Local)</td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
</tr>
<tr class="odd-row">
<td>Walk</td>
<td>150 ft.</td>
<td>200 ft.</td>
<td>300 ft.</td>
<td>400 ft.</td>
</tr>
<tr>
<td>Hustle</td>
<td>300 ft.</td>
<td>400 ft.</td>
<td>600 ft.</td>
<td>800 ft.</td>
</tr>
<tr class="odd-row">
<td>Run (x3)</td>
<td>450 ft.</td>
<td>600 ft.</td>
<td>900 ft.</td>
<td>1,200 ft.</td>
</tr>
<tr>
<td>Run (x4)</td>
<td>600 ft.</td>
<td>800 ft.</td>
<td>1,200 ft.</td>
<td>1,600 ft.</td>
</tr>
<tr class="odd-row">
<td>One Hour (Overland)</td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
<td><br />
</td>
</tr>
<tr>
<td>Walk</td>
<td>1-1/2 miles</td>
<td>2 miles</td>
<td>3 miles</td>
<td>4 miles</td>
</tr>
<tr class="odd-row">
<td>Hustle</td>
<td>3 miles</td>
<td>4 miles</td>
<td>6 miles</td>
<td>8 miles</td>
</tr>
<tr>