3e SRD:Movement

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This material is published under the OGL 1.0a.


There are three movement scales in the game:

  • Tactical, for combat, measured in feet per round.
  • Local, for exploring an area, measured in feet per minute.
  • Overland, for getting from place to place, measured in miles per hour or day.

Modes of Movement

While moving at the different movement scales, creatures generally walk, hustle, or run.


A walk represents unhurried but purposeful movement at three miles per hour for an unencumbered human.


A hustle is a jog that is movement at about six miles per hour for an unencumbered human. The double move action represents a hustle.

Run (X3)

Moving three times your character's standard speed is a running pace for a character in heavy armor.

Run (X4)

Moving four times your character's standard speed is a running pace for a character in light, medium, or no armor.

Tactical Movement

see also: Movement, Position, and Distance

Use tactical speed for combat.

Some creatures have other modes of movement.

Hampered Movement

Obstructions, bad surface conditions, or poor visibility can hamper movement. The DM determines the category that a specific condition falls into (see Table: Hampered Movement). When movement is hampered, multiply the standard distance by the movement penalty (a fraction) to determine the distance covered.

If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply.

Local Movement

Characters exploring an area use local movement, measured in minutes.


A character can walk without a problem on the local scale.


A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in hours.


A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for about a minute or two before having to rest for a minute.

Overland Movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in hours or days. 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.


Your character can walk 8 hours in a day of travel without a problem.


Your character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles causes your character 1 point of subdual damage, and each additional hour causes twice the damage taken during the previous hour.


A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.


The terrain through which a character travels affects how much distance the character can cover in an hour or a day.

Forced March

In a day of normal walking, a character walks for 8 hours. The character spend the rest of daylight time making and breaking camp, resting, and eating.

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, the character makes a Constitution check (DC 10 + 1 per extra hour). If the check fails, the character takes 1d6 points of subdual damage. A character can't recover this subdual damage normally until the character halts and rests for at least 4 hours. It's possible for a character to march into unconsciousness by pushing himself or herself too hard.

Mounted Movement

A horse bearing a rider can move at a hustle. The damage it takes, however, is normal damage, not subdual damage. It can also be force-marched, but its Constitution checks automatically fail, and, again, the damage it takes is normal damage.

See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

Waterborne Movement

See Table: Mounts and Vehicles for speeds for water vehicles.

Table: Movement and Distance
Base Speed
15 feet 20 feet 30 feet 40 feet
One Round (Tactical)
Walk 15 ft. 20 ft. 30 ft. 40 ft.
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Run (×3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (×4) 60 ft. 80 ft. 120 ft. 160 ft.
One Minute (Local)
Walk 150 ft. 200 ft. 300 ft. 400 ft.
Hustle 300 ft. 400 ft. 600 ft. 800 ft.
Run (×3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Run (×4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.
One Hour (Overland)
Walk 1-1/2 miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles
Table:Hampered Movement
Condition Example Movement Penalty
Moderate Undergrowth X 3/4
Heavy Thick undergrowth X 1/2
Bad Steep slope or mud X 1/2
Very bad Deep snow X 1/4
Poor visibility Darkness or fog (*) X 1/2

(*)Includes any effects that create a "fog".

Table:Terrain and Overland Movement
Terrain Highway Road Trackless
Plains X1 X1 X1
Scrub, rough X1 X1 X3/4
Forest X1 X1 X1/2
Jungle X1 X3/4 X1/4
Swamp X1 X3/4 X1/2
Hills X1 X3/4 X1/2
Mountains X3/4 X1/2 X1/4
Sandy desert X1 - X1/2
Table:Mounts and Vehicles
Mount/Vehicle Per Hour Per Day
Mount (carrying load)
Light horse or light warhorse 6 miles 48 miles
Light horse (151-450 lb.) 4 miles 32 miles
Light warhorse (231-690 lb.) 4 miles 32 miles
Heavy horse 5 miles 40 miles
Heavy horse (201-600 lb.) 3 1/2 miles 28 miles
Heavy warhorse 4 miles 32 miles
Heavy warhorse (301-900 lb.) 3 miles 24 miles
Pony or warpony 4 miles 32 miles
Pony (76-225 lb.) 3 miles 24 miles
Warpony (101-300 lb.) 3 miles 24 miles
Donkey or mule 3 miles 24 miles
Mule (231-690 lb.) 2 miles 16 miles
Cart or wagon 2 miles 16 miles
Raft or barge (poled or towed)* 1/2 mile 5 miles
Keelboat (rowed)* 1 mile 10 miles
Rowboat 1 1/2 miles 15 miles
Sailing ship (sailed) 2 miles 48 miles
Warship (sailed and rowed) 2 1/2 miles 60 miles
Longship (sailed and rowed) 3 miles 72 miles
Galley (rowed and sailed) 4 miles 96 miles

*Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

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