Encumbrance and Movement
Effects of Encumbrance
Encumbrance has two basic effects. First, it reduces your character's movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, Light reduces the movement rate by 1/3 (round fractions down), Moderate reduces it by ½, Heavy reduces it by 2/3, and Severe lowers the movement rate to 1. If the optional system is used, the character's movement rate is reduced to the amount found by using Table 48. The movement rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character moves slower and slower. See "Movement” in Chapter 14: Time and Movement for more details.
Encumbrance also reduces your character's combat abilities. If encumbrance reduces your character to ½ of his normal movement rate, he suffers a -1 penalty to his attack roll. If he is reduced to 1/3 or less of his normal movement rate, the attack penalty is -2 and there is an additional AC penalty of +1. If your character's movement is reduced to 1, the attack roll penalty is -4 and the AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle.
Base Movement
- Human 6
- Demi-Human 4
Running
- Double movement rate
- No Dex. A.C. bonus
- +1 A.C. penalty
- May be set (vs. charge) against
- May continue to run if Con. Check is made (-2 per rd. after the first)
Sprinting
- Triple move
- Same as run, except Con. check -10 per rd.
Sitting
- Free action
- A.C. bonus of 1 vs. missile weapons
- A.C. penalty of 2 vs. melee weapons
- May use crossbows with no penalty, -2 for all others
Kneeling
- Free action
- A.C. bonus of 1 vs. missile weapons
- A.C. penalty of 2 vs. melee weapons
- Use any weapon, no penalty
Prone
- Free action
- A.C. bonus of 2 vs. missile weapons
- A.C. penalty of 4 vs. melee weapons
- May use crossbows at ½ ROF
- Only use size S melee weapons (-4 hit)
Getting Up (Sitting/Kneeling)
- ½ move (may attack/½ move at end of round)
Getting Up (Prone)
- Full Round
- Considered up on inti. number
Fighting Withdrawal
- ½ movement
- Move on init. Roll
- No attacks, casting, etc. (gets A.O. when possible)
- Opponent can choose to follow
Fleeing
- Full move
- All Shield Spell, Dex. bonuses lost
- Attacker gains A.O. and +2 attack