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Movement_BXE_CR
See also: Air Travel, Climbing, Swimming, Water Travel.
Each character has a base movement rate. The default is 120', but this may be modified by a character's class or by the amount of gear carried (if the optional Encumbrance rules are used).
If the group wants to stay together, they may only move as quickly as the slowest character.
A character can move his or her movement rate in feet in one turn (see Time) when exploring unknown areas of a dungeon. This (very slow!) rate of movement takes account for the fact that PCs are exploring, watching their footing, mapping, and taking care to be quiet and to avoid obstacles.
When moving through dungeon areas they are familiar with, the referee may allow characters to move at a faster rate. For example, the referee may allow characters to move at three times their base movement rate, when moving through familiar areas. Thus, a character whose base movement rate is 120' could move 360' in a turn.
During encounters, a character can move up to one third of his or her movement rate per round in feet (in the dungeon) or yards (in the wilderness). For example, a character whose base movement rate is 120' could move 40' per round during a dungeon encounter. Characters may move at this rate for at most 60 rounds (one turn).
During encounters, a character may choose to run at up to his or her full movement rate per round in feet (in the dungeon) or yards (in the wilderness). Characters may only move at this rate for 30 rounds before becoming exhausted: suffering a -2 penalty to attacks, damage, and Armour Class (AC is increased by 2). The penalties for exhaustion last until characters have rested for three full turns.
Clearly, it is not possible to maintain a map while running.
When travelling in the wilderness, the distance a character can travel in a normal day's march is determined by dividing his or her base movement rate by five. This is the number of miles travelled in a day. For example, a character whose base movement rate is 120' could travel up to 24 miles in a day.
Some types of terrain modify the speed at which characters can travel:
- Broken lands, desert, forest, hills: 33% slower. - Jungle, mountains, swamp: 50% slower. - Maintained roads: 50% faster.
If they need to travel further in one day, characters may engage in a forced march. A forced march is a day of hard, tiring, overland travel, but increases travel speed by 50%. For example, a character who can normally travel 24 miles in a day can travel 36 miles on a forced march. After a forced march, the characters must rest for a full day.