Time & Movement

Time

In the AD&D game, game time is measured in days, hours, turns, rounds and segments.

Turns, rounds and segments are the normal units used for spells and combat. A round is approximately equal to a minute (it is not exactly one minute, so as to grant the DM some flexibility during combat). A turn is equal to 10 minutes of game time. Turns are normally used to measure specific tasks (such as searching) and certain spells. Thus, a spell that lasts 10 turns is equal to 100 minutes or one hour and forty minutes.

A segment is 1/10th of a round, or six seconds.

Movement

All characters have movement rates that are based on their race. The table to the right lists the movement rates for unencumbered characters of different races.

A character can normally walk his movement rate in tens of yards in a single round. An unencumbered human can walk 120 yards (360 feet), slightly more than a football field, in one minute. This walk is at a fairly brisk, though not strenuous, pace that can be kept up for long periods of time (It works out to approximately 4 miles / hour). A dwarf, similarly equipped, can walk 60 yards in the same time.

However, a character may have to move slower than this pace. If the character is carrying equipment, he may move slower because of encumbrance. As the character carries more gear, he gradually slows down until he reaches the point where he can barely move at all (see Encumbrance).

When a character is moving through a dungeon or similar setting, his movement rate corresponds to tens of feet per round (rather than the tens of yards per round of outside movement). It is assumed that the character is moving more cautiously, paying attention to what he sees and hears while avoiding traps and pitfalls.

Characters can also move faster than the normal walking pace. In the dungeon (or anytime the character is using his dungeon movement rate), the character can automatically increase his movement to that of his normal walking pace. In doing so, however, he suffers a -1 penalty to his chance of being surprised and gives a +1 bonus to others on their chance of being surprised by him (the rapidly moving character is not taking care to conceal the noise of his passage in the echoing confines of the underground). Furthermore, the character does not notice traps, secret doors, or other unusual features.

Base Movement Rates

RaceRateOutdoors
(In yards)
Dungeon/Indoors
(In Feet)
Cross-Country
(Miles / Hour)
Human121201202.4
Dwarf660601.2
Elf121201202.4
Half-elf121201202.4
Gnome660601.2
Halfling990901.8
Half-Orc121201202.4

Jogging and Running

When walking briskly isn't fast enough, a character can jog or run. In addition, in a combat situation, a character can charge his enemies.

Jogging and Running

Effect on Movement Rate To begin this movement rate, must roll STR or less, with the indicated modifier to the roll: (2)To continue Movement Rate, must roll CON or less:CON Roll ModifierResult if Failed
Double (Jogging)N/A (Jogging doesn't require STR Roll)Every round after #Rounds equal to CONNoneRest for #Rds Jogged(1)
Treble (Run)0Every round after first+1 to Roll for each round spent runningRest for at least one turn
Quadruple (Run)+4Every round after first+2 to Roll for each round spent runningRest for at least one turn
Quintuple (Sprint)+8Every round after first+3 to Roll for each round spent runningRest for at least one turn

Notes:

(1) After this, he can resume his jogging pace with no penalties (although the same limitations on duration apply).

(2) Failing a Strength check for running means only that the character cannot increase his speed to the level he was trying to reach, but he can keep running at the pace he was at before the failed Strength check. Once a character fails a Strength check to reach a level of running, he cannot try to reach that level again in the same run.

Ragnar the thief has a Strength of 14, a Constitution of 14, and a movement rate of 12. Being pursued by the city guard, he starts jogging at 240 yards a round. Unfortunately, so do they. His Constitution is a 14, so he can keep going for at least 14 rounds. He decides to speed up. The player makes a Strength check, rolling a 7. Ragnar pours on the speed, increasing to 360 yards per round (triple speed). Some of the guardsmen drop out of the race, but a few hold in there. Ragnar now has a -1 penalty to his Constitution check. A 13 is rolled, so he just barely passes.

But one of the blasted guardsmen is still on his tail! In desperation, Ragnar tries to go faster (trying for four times walking speed). The Strength check is an 18: Ragnar just doesn't have any more oomph in him; he can't run any faster, but he is still running three times faster than his walking speed. The player now must roll a Constitution check with a -2 penalty (for two rounds of running at triple speed). The player rolls the die and gets a 4--no problem! And just then the last guardsman drops out of the race. Ragnar takes no chances and keeps running. Next round another Constitution check is necessary, with a -3 penalty. The player rolls an 18. Exhausted, Ragnar collapses in a shadowy alley, taking care to get out of sight.

Cross-Country Movement

A normal day's marching lasts for 10 hours, including reasonable stops for rest and meals. Under normal conditions, a character can walk twice his movement rate in miles in those 10 hours. Thus, an unencumbered man can walk 24 miles across clear terrain in the course of a day's march.

Characters can also force march, intentionally hurrying along, at the risk of exhaustion. Forced marching enables a character to travel 1 1/3 times his movement rate in miles (thus, a normal man could force march 30 miles in a day). At the end of each day of the march, the character must roll a Constitution check. Large parties (such as army units) make the check at the average Constitution of the group (weaker members are supported, encouraged, and goaded by their peers). Creatures must roll a saving throw vs. death since they lack Constitution scores. A -1 penalty is applied to the check for each consecutive day spent forced marching. If the check is passed, the forced marching pace can be continued the next day. If the check fails, no more forced marching attempts can be made until the characters have completely recovered from the ordeal. Recovery requires half a day of rest per day of forced marching.

Even if the Constitution check fails, the character can continue overland movement at his normal rate.

One drawback of forced marching is that each day of forced marching results in a -1 penalty to all attack rolls. This modifier is cumulative. Half a day's rest is required to remove one day's worth of force marching penalty. Characters who have managed to forced march for eight straight days suffer a -8 penalty to their attack rolls; it takes four days of rest to return to no attack roll penalty.

Overland movement rates can be increased or decreased by many factors. Terrain can speed or slow movement. Well-tended roads allow faster marching, while trackless mountains slow marches to a snail's pace. Lack of food, water, and sleep weaken characters. Poor weather slows their pace. The table below shows the movement penalties sufffered for encumbrance and terrain types.

Swimming

In order to be able to swim (propel themselves through water), a character must have the swimming proficiency.

Untrained swimmers are a fairly hapless lot. When they are unencumbered, they can manage a rough dog-paddle in relatively calm waters. If the waters are rough, the current strong, or the depth excessive (at sea or far out on a lake), untrained swimmers may panic and sink. If encumbered, they sink like stones, unable to keep their heads above water. In no way do they make any noticeable progress (unless, of course, the object is to sink beneath the surface).

Proficient swimmers are able to swim, dive, and surface with varying degrees of success.

Characters whose movement rates have been reduced to 1/3 or less of normal (due to encumbrance) or who are wearing metal armor cannot swim--the weight of the gear pulls the character under. They can still walk on the bottom, however, at 1/3 their current movement rate.

There are 2 factors involved in swimming: Endurance and Speed.

Endurance refers to the length of time (number of turns) a character can keep swimming before they are forced to stop.

Base Endurance = ([Total Experience Levels] + [Constitution Score] ) x [Number of Proficiency Slots applied to swimming]^2 turns.

The Base Endurance of non-proficient swimmers is [Constitution Score] rounds.

Speed refers to how fast the character swims, in yards per turn.

Base Speed = ( [Number of Proficiency Slots applied to swimming] x [half current land movement rate] x 10) + [Strength score] yards per turn.

The Base Speed of non-proficient swimmers is [Strength Score] yards per turn.

The Base Speed for diving or surfacing is 20 feet vertical change per round.

Swimming Modifiers

EncumbranceEnduranceSpeedDivingSurfacing
Nonex 1x 1x 1x 2
Lightx 1/2x 1/2x 1x 1
Moderatex 1/4x 1/4x 2x 1/2
Heavyx 1/8x 1/8x 3x 1/4
Severe---- x 3--
Rough Waterx 1/2x 1/2----
Treading Waterx 8------
Double Speedx 1/8------
Half Speedx 4------
Swimming Underwater--x 2/3----

Swimming Calculation:

Total Levels:        Strength:       Constitution:  

Number of Proficiency Slots:         Current Movement Rate: 

Encumbrance: 

  Rough Water     Swimming Underwater

  Treading Water        Half-Speed       Normal Speed       Double Speed

 


Swimming at normal or half speed is not considered strenuous activity for a proficient swimmer. Swimming at double speed or in rough water is considered strenuous activity for the purpose of fatigue and exhaustion.

Each hour spent swimming causes a cumulative (temporary) -1 reduction in Constitution and Strength.

Once a character reaches the end of their endurance, they must stop and rest, or make a Constitution check. If they pass the constitution check, they regain 1/2 of their Base Endurance. In any case, at this point they are fatigued, suffering the normal effects of that condition, including an additional drop of 2 points on all ability scores.

A character drowns if his Constitution or Strength score drops to 0.

A freak wave sweeps Fiera (an elf) overboard during the night. Fortunately, she is a proficient swimmer and knows that land is nearby. Cleverly, she abandons to the deep any equipment that may be encumbering her, and bravely sets out through calm water. She is a 4/5th level Wizard/Thief and her Constitution score is 9 and her Strength score is 10. Her endurance is 18 turns, or 3 hours, and her speed is 70 yards / turn. After 3 hours of steady swimming, she makes out an island in the distance, but her Constitution has temporarily dropped to 6. She passes a Constitution check with a 3. She is fatigued at this point, so her Constitution drops to 4, but she'll be able to gut it out for at least another hour and thirty minutes (9 more turns). By the time she has been in the water for 4.5 hours, her temporary Constitution score is 3, and she needs to roll that or less to keep going. Tragically, she rolls a 4, and so has become exhausted. She drowns after swimming over a mile.

Rolf the dwarven 4th level thief, who never went to the Y for swim lessons, falls into a calm lake 20 yards from shore. He has an 18 Constitution, and a 15 Strength. He can manage to stay afloat for 18 rounds, (1.8 turns) and dog-paddle 15 yards per turn, so he manages to make it to shore after about 14 minutes.

Holding Your Breath

Under normal circumstances (with a good gulp of air and not performing strenuous feats), a character can hold his breath up to 1/3 his Constitution score in rounds (rounded up). If the character is exerting himself, this time is halved (again, rounded up). Characters reduced to 1/3 or less of their normal movement because of encumbrance are always considered to be exerting themselves. If unable to get a good gulp of air, these times are reduced by 1/2. (These effects are cumulative.) All characters are able to hold their breath for one round, regardless of circumstances.

While attempting to hold his breath beyond this time, the character must roll a Constitution check each round. The first check has no modifiers, but each subsequent check suffers a +2 cumulative modifier to the die roll. Once a check is failed, the character must breathe (if he cannot reach the surface, he drowns).

Climbing

Although thieves have specialized climbing abilities, all characters are able to climb to some degree or another. Climbing ability is divided into three categories: thief, mountaineer, and unskilled.

Thieves are the most skilled at climbing. They are the only characters who can climb very smooth, smooth, and rough surfaces without the use of ropes or other equipment. They are the fastest of all climbers and have the least chance of falling.

Mountaineers are characters with mountaineering proficiency. They have a better climbing percentage than unskilled characters. Mountaineers with proper equipment can climb very smooth, smooth, and rough surfaces. They can assist unskilled characters in all types of climbs.

Unskilled climbers are the vast majority of characters. While they are able to scramble over rocks, they cannot use climbing equipment other than ropes or negotiate very smooth, smooth, and rough surfaces. They have the lowest climbing success rate of all characters.

Calculating Success

The chance of success of a climb is calculated by taking the character's skill level (given as a percentage) and modifying it for his race, the condition of the surface, and situational modifiers. The Climbing table lists the percentages for the different categories of climbers.

The chance of success given in the Climbing table is modified by many factors. Some of these remain the same from climb to climb (such as a character's race) and can be figured into the character's base score. Others depend on the conditions of a given climb. All factors are listed in the table.

The final result of the Climbing table is the number the character uses for climbing checks for climbing a vertical surface. A climbing check is made by rolling percentile dice. If the number rolled is equal to or less than the number found in the table, the character succeeds with the climbing check. Rolls above this number indicate failure.

Climbing

Base Success Rates:
CategorySuccess
Rate
ThiefClimb Walls %
Thief with Mountaineering proficiencyClimb Walls % + 10%
Mountaineering proficiency40% + 10% per
proficiency slot
Unskilled climber40%
SituationModifier
Climber wounded below 1/2 their HP-10%
Abundant handholds (brush, trees, ledges)+40%
Rope and wall *+55%
+5% / 5° of slope
Armor: **Modifier
Banded, splint-25%
Plate armors (all types)-50%
Scale, Chain or Ring Mail-10%
Studded leather, padded -15%
Character race: ***Modifier
Dwarf-10%
Gnome-15%
Halfling-15%
Encumbrance-5% †
Surface condition:Modifier
Slightly slippery (wet or crumbling)% / 2 ****
Slippery (icy, slimy)% / 10 ****

For example, Brondvrouw the gnome is an unskilled climber. Her normal chance of success is 25% (40%--15% for being a gnome). She has been cut off from the rest of the party by a rugged cliff, 50 feet high. Fortunately, the cliff is dry and the rock seems solid. She makes an attempt, but rolls a 49 on the percentile dice. She cannot climb the cliff. Then one of her friends above remembers to lower a rope. With the rope, Brondvrouw can again try the climb, since her percentage chance is now 80%. This time, she rolls a 27 and makes the ascent.

* Rope and wall applies in most climbing situations in which the character is able to brace his feet against the surface being climbed and use a rope to assist in the task.

** Rogues should use the armor modifiers given in the Thieving Skill Armor Adjustments table.

*** These are the same as the modifiers given in the Thieving Skill Racial Adjustments table. Make sure that rogue characters are not penalized twice for race.

**** For slightly slippery surfaces, divide the chance of success (with all other modifiers) applied by 2. For slippery surfaces, divide it by 10.

† This is -5% per encumbrance category above unencumbered, or per movement rate point lost off normal movement rate.

A Climbing check must be made any time a character tries to climb a height of 10 feet or more. This check is made before the character ascends the first 10 feet of the climb. If the check is passed, the character can continue climbing. If the check is failed, the character is unable to find a route and cannot even attempt the climb.

No further attempts can be made by that character until a change occurs. This is either a significant change in location (a half mile or more along the face of a cliff) or an improvement in the character's chance of success.

Climbing Rates

Climbing is different from walking or any other type of movement a character can do. The rate at which a character moves varies greatly with the different types of walls and surfaces that must be climbed.

Refer to the table below.

  1. Cross-reference the type of surface to be climbed with the surface condition.
  2. Multiply the appropriate number from the table by the character's current movement rate.
  3. The result is the rate of climb for the character, in feet per round, in any direction (up, down, or sideways).
All the movement rates given in the table are for non-rogue characters. Rogue characters are able to climb at the rates shown in the Thieves' Wall Climbing Rate Table.

 

Rates of Climbing

 Surface Condition
Type of SurfaceDry Slightly SlipperySlippery
Very smooth *1⁄4--**--**
Smooth, cracked * 1⁄21/31/4
Rough *11/31/4
Rough w/ ledges11/21/3
Ice wall----1/4
Tree432
Sloping wall321
Rope and wall211/2

* Non-thief characters must be mountaineers and have appropriate tools (pitons, rope, etc.) to climb these surfaces.
** Thief characters can climb very smooth, slightly slippery surfaces at 1⁄4. However, even thieves cannot climb very smooth, slippery surfaces.

Actions While Climbing

Although it is possible to perform other actions while climbing, such as spellcasting or fighting, it is not easy. Spellcasters can use spells only if they are in a steady, braced position, perhaps with the aid of other characters.

Climbing characters lose all Armor Class bonuses for Dexterity and shield and most often have rear attack modifiers applied against them also. Their own attack, damage, and saving throw rolls suffer -2 penalties. Those attacking from above gain a +2 bonus to their attack rolls, while those attacking from below suffer an additional -2 penalty to their attack rolls.

A climbing character cannot use a two-handed weapon while climbing. The DM can overrule these penalties if he feels the player character has reached a place of secure footing. If struck while climbing (for any amount of damage), the character must make an immediate Climbing check. Failure for a roped character means he spends a round regaining his balance; an unroped character falls if he fails this check.

Climbing Tools

Tools are an integral part of any mountaineer's equipment and all climbs can profit from the use of tools. Mountaineering tools include rope, pitons (spikes), and ice axes. Use of any of these besides rope requires the help of a character with the Mountaineering proficiency. However, it is a mistaken belief that the main function of tools is to aid in a climb. The main purpose of pitons, rope, and the like is to prevent a disastrous fall. Climbers must rely on their own skills and abilities, not ropes and spikes, when making a climb. Accidents happen when people forget this basic rule and trust their weight to their ropes and pitons.

Therefore, aside from ropes, other tools do not increase the chance of climbing success. However, in the case of a fall, climbing tools can reduce the distance fallen. When a character falls, he can fall only as far as the rope allows, if being belayed, or as far as twice the distance to the last piton set (if the piton holds--a piton pulls free 15% of the time when a sudden stress occurs).

The distance fallen depends on how far apart the pitons have been set. Falling characters fall twice the distance to the last piton that holds.

For example, Rath is 15 feet above his last piton. Suddenly, he slips. He falls the 15 feet to his piton, plus another 15 feet past his piton since there's 15 feet of rope between him and the piton, for a total of 30 feet fallen and 3d3 points of falling damage.

Roping characters together increases individual safety, but it also increases the chance that more than one person falls. When a character falls, the character(s) on either side of the falling climber must roll Climbing checks (a penalty of -10 is applied for each falling character after the first one to fall).

If all checks are successful, the fall is stopped and no one suffers any damage. If a check is failed, that character also falls and Climbing checks must be repeated as before. Climbing checks are made until either the fall is stopped (the climbers on either side of the falling character[s] successfully roll Climbing checks or the last nonfalling climber succeeds with his check), or all the roped-together characters fall.

A party of five is roped together as they go up a cliff. Suddenly, Johann falls. Megarran, immediately above him, and Drelb, following him, must roll Climbing checks. Megarran passes her check. But Drelb fails and is snapped off the wall. Now Megarran must make another check with a -10 penalty (for two falling characters), and Targash, who's bringing up the rear, must also roll a check with a -10 penalty. Both succeed on their rolls and the fall is stopped.

Getting Down

Aside from jumping or flying, the quickest way to get down from a height is to rappel. When rappeling down a surface with someone at the bottom belaying, a Climbing check with a +50 bonus must be rolled. Free rappels (with the end of the rope unsupported at the bottom) are also possible, but the modifier is only +30. Of course, a failed check results in a slip sometime during the rappel. (Roll % die to determine the height of the slip as a percentage of the height being rappelled.) A character can rappel at a speed equal to his normal dungeon movement (120 feet per round for an unencumbered human).

One other thing to bear in mind is that there must be a landing point at the end of the rope. Rappelling 60 feet down a 100-foot cliff means the character is either stranded at the end of the rope or, worse still, rappels right off the end and covers the last 40 feet much faster than he did the first 60!