Players Handbook (page 102)
Movement rate is always shown by a numeral followed by the sign for inches thus, 9". The number of inches moved is scaled to circumstances and time by modifying either the distance represented or the time period or both.
House Rule
Movement on a grander scale is better described in the Atlas article Getting from A to B
But basically, foillow these guidelines for character with 9" movement rate.
Moving silently or invisible movement - reduce by 50%.
Dungeon - that's when route is illuminated!
- 900' (300 yards) in a 10 minute turn
- 90' in a 1 minute round
- 9' in a 6 second segment
Outdoors - short distances only (for combat/cities)
- 900 yards in a 10 minute turn
- 90 yards in a 1 minute round
- 9 yards in a 6 second segment
The party is limited to the slowest movement of a character. And also speed (and therefore distance) will be reduced by other elements. The DM may dictate that movement in a particularly dark and windy and complex dungeon is reduced by 50%.
Useful Notes
Movement Rates and Time in AD&D 1st Edition
In Advanced Dungeons & Dragons (1st Edition), movement rates are expressed in inches ("), translating into real-world distances based on the environment. Movement is handled differently in combat (measured in rounds) and overland exploration (measured in turns).
How Movement Rates Work
1. Scale Conversions
- Indoors (dungeon) scale: 1" = 10 feet
- Outdoors (wilderness) scale: 1" = 10 yards (30 feet)
A movement rate of 10" means:
- Indoors: 10" = 100 feet per round
- Outdoors: 10" = 100 yards (300 feet) per round
2. Movement in Combat (Rounds)
- A round is 1 minute.
- A character can move up to their movement rate per round if doing nothing else.
- Melee combat limits movement significantly.
- Charging allows double movement but has special rules.
- Running allows triple movement but tires the character.
For example, a character with 10" movement can:
- Move 100 feet per round (indoors)
- Move 300 feet per round (outdoors)
3. Movement in Exploration (Turns)
- A turn is 10 minutes.
- When exploring cautiously (e.g., in a dungeon), movement is typically 1/10th of the normal rate per round.
- A 10" movement rate = 100 feet per round = 1,000 feet per turn (indoors).
Example:
A character moving at 10" indoors in a dungeon will cover:
- 100 feet per round
- 1,000 feet per turn (cautious movement)
4. Encumbrance and Movement
- A character’s movement rate is reduced by encumbrance (carrying too much weight).
- Light Load: Full movement (e.g., 10")
- Moderate Load: Reduced movement (e.g., 6" or 9")
- Heavy Load: Severely reduced movement (e.g., 3" or 6")
5. Running and Sprinting
- Running triples movement rate (e.g., 10" → 30" per round → 300 feet per round indoors).
- Characters can run for a limited duration before requiring rest.
6. Movement and Spellcasting
- Some spells affect movement (e.g., Haste doubles speed, Slow halves it).
- Movement-based spells, such as Teleport, ignore normal movement mechanics.
Summary Table
Movement Rate | Per Round (1 min) | Per Turn (10 min) | Running (per round) |
10" (Indoors) | 100 feet | 1,000 feet | 300 feet |
10" (Outdoors) | 300 feet | 3,000 feet | 900 feet |
This system allows for strategic movement in combat, exploration in dungeons, and overland travel at scale.
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