Encumbrance and Movement


Every berk knows that the infinities of the planes can be crossed in the blink of an eye. Need to get from the unspeakable horrors of Baator to the pleasant splendors of Elysium? Find a portal. Need to transport a ship of exotic spices from the Beastlands to some Sensates in Arborea? Set sail down the River Oceanus. Buried under tons of immovable dirt in the Plane of Earth? …that one might require a spell-slinger. What’s that? These methods aren’t one-hundred percent convenient and can frequently leave a group of travelers days or even weeks from their destination?

Sometimes a poor sod just has to walk.

Movement Rate
A character’s speed is determined by his or her Movement Rate. This number is used to determine how far an individual walks in both a short-term and long-term time frame. On a round-to-round basis characters move in tens of feet per round. An individual with a Movement Rate of 8 can walk 80 feet in about 10 seconds. Most humanoids move at a rate of 12, or 120 feet each round. Note that is a normal, perhaps even brisk, walk and not a sprint or mad dash.

For long distances, when the individuals are traveling for most of the day, Movement Rates change from tens of feet per round into miles per day. Thus, that same character with a Movement Rate of 8 typically travels about 8 miles each day. This accounts for a few breaks to eat, the occasional difficult-to-manage terrain, and some general rest periods.

Running and Forced Marches
When a casual stroll just won’t do, a body in a hurry can increase their speed to a run. A Strength Check is rolled, and if successful the number rolled is added to the sprinter’s Movement Rate for that round. For example, Hrothgar the barbarian has a Movement Rate of 10 and Strength of 14. He needs to flee from impeding doom, and so he rolls a Strength Check and gets a 9. For this round, Hrothgar will run at a speed of 19 (10 + 9), but next round requires an all new Strength Check to continue running. Any result over the runner’s Strength is ignored. If Hrothgar rolls a 15 or higher, he simply runs at his normal rate of 10.

How long can one run? Hopefully long enough. Each point of Constitution translates into at least one round of sprinting. To run longer, a Constitution Check is required each round. If Hrothgar has a Constitution of 12, he can run for 12 rounds (120 seconds) until a die roll is necessary. On round 13 and beyond, the sprinting barbarian must either stop and rest or succeed a Constitution Check each round to keep moving (in addition to the Strength Check).

For long distances at brisk speeds, rules for Forced Marching are used. Similar to running short-distances, a character’s successful Strength Check is added to his or her Movement Rate. The only difference is that this time the distance traveled is in miles per day. Our worn-out barbarian Hrothgar can travel 10 miles in a day normally or up to 24 miles if he rolls well enough (Strength of 14).

Each day of Forced Marching reduces the hardy travelers’ encumbrance by one category. This penalty is cumulative and lasts until rest is taken. Additionally, a Constitution Check is required at the end of every day to prevent exhaustion. Those that fail must rest for half a day.

Encumbrance
You’ll never catch a Taker saying “That’s enough stuff,” but sometimes a basher’s eyes get too big for his or her own good. Before long, every spare blade, coin, and possible heirloom is strapped or buckled down. The poor sod might be rich as a king – immobile, but rich as a king.

Just how much can a cutter carry, anyway?

A character’s encumbrance is based on his or her Strength Score. Depending on how much is carried, an individual will be Unencumbered, Lightly Encumbered, Moderately Encumbered, or Severely Encumbered.

Use the table below.

Strength Score Unencumbered Lightly Encumbered Moderately Encumbered Severely Encumbered
3 0 – 3 lbs. 3 – 9 lbs. 9 – 18 lbs. 18 – 30 lbs.
4 0 – 4 lbs. 4 – 12 lbs. 12 – 24 lbs. 24 – 40 lbs.
5 0 – 5 lbs. 5 – 15 lbs. 15 – 30 lbs. 30 – 50 lbs.
6 0 – 6 lbs. 6 – 18 lbs. 18 – 36 lbs. 36 – 60 lbs.
7 0 – 7 lbs. 7 – 21 lbs. 21 – 42 lbs. 42 – 70 lbs.
8 0 – 8 lbs. 8 – 24 lbs. 24 – 48 lbs. 48 – 80 lbs.
9 0 – 9 lbs. 9 – 27 lbs. 27 – 54 lbs. 54 – 90 lbs.
10 0 – 10 lbs. 10 – 30 lbs. 30 – 60 lbs. 60 – 100 lbs.
11 0 – 11 lbs. 11 – 33 lbs. 33 – 66 lbs. 66 – 110 lbs.
12 0 – 12 lbs. 12 – 36 lbs. 36 – 72 lbs. 72 – 120 lbs.
13 0 – 13 lbs. 13 – 39 lbs. 39 – 78 lbs. 78 – 130 lbs.
14 0 – 14 lbs. 14 – 42 lbs. 42 – 84 lbs. 84 – 140 lbs.
15 0 – 15 lbs. 15 – 45 lbs. 45 – 90 lbs. 90 – 150 lbs.
16 0 – 16 lbs. 16 – 48 lbs. 48 – 96 lbs. 96 – 160 lbs.
17 0 – 17 lbs. 17 – 51 lbs. 51 – 102 lbs. 102 – 170 lbs.
18 0 – 18 lbs. 18 – 54 lbs. 54 – 108 lbs. 108 – 180 lbs.
It’s important to note that this table does not represent the maximum amount of weight a character can lift – this is merely how much can be carried and still allow movement over the course of a day. The categories breakdown as follows:

EncumbrancePenalty
UnencumberedNo penalty
Light

Movement Rate is reduced 25% (a rate of 12 drops to 9)

ModerateMovement Rate is reduced 50% (a rate of 12 drops to 6), -2 penalty to attack rolls, Strength, Dexterity, and Constitution Checks
SevereMovement Rate is reduced 75% (a rate of 12 drops to 3), -4 penalty to attack rolls, Strength, Dexterity, and Constitution Checks
For information on the maximum amount of weight a character can lift, drag, or push, see Ability Scores .


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Encumbrance and Movement

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