Ogre:CharacterCodex:Movement

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Movement[edit]

There is two important thing to know when you are moving. At which speed you move and how well you move.

Movement[edit]

There are two important things to know when you are moving. At which speed you move and how well you move.

Maneuverability[edit]

Maneuverability is how well you can move and is determined by your race.

Maneuverability entry description[edit]

Turn: This is the angle at which you can make a turn. Before making a turn and between each turn, you must have traveled your minimum distance.

Minimum Distance: This is the minimum distance you must make when moving. Effect of not being able to make this minimum distance is the same as a total failure for the movement skill. This is also the minimum distance you must make before taking a turn, making a charge or jumping.

Defense/Stability: This is a modifier to defense and stability when you are moving because you need to let your guard down to move appropriately.

Maneuver: Whatever or not you can use some skills while moving. Skills affected by movements are: Acrobatics, Combat, Offensive Maneuver - Move Attack, Nature - Track, Stalking – Stalk, and combat maneuver Charge.

Fatigue: You must make your first fatigue check after the amount of time specified in the Initial Fatigue entry. After the first fatigue check, you must check again after the fatigue rate period.

A Fatigue check is a Constitution check DC 10 + 2 per time period over the initial fatigue check. If you succeed, you are not tired, but if you failed, you take one severity of fatigue.

Not affected by speed: The following two properties do not change even if your maneuverability change while you are going faster or slower (See below).

Modifier: This is a racial bonus to your movement skill because of your great maneuverability when moving.

Take 10: Whatever or not you can Take 10 in any situation while moving.

Perfect Good Average Poor Clumsy
Turn Any 90o 45o 45o None
Minimum Distance None One-tenth One-quarter Half Three-quarter
Defense/Stability +1 0 -2 -4 -4, No Defense
Maneuver +1 0 -2 -4 -8
Fatigue, Initial 24 hours 8 hours 1 hour 10 minutes 1 minute
Fatigue Rate 8 hours 1 hours 10 minutes 1 minute Every Action
Not affected by speed
Modifier +16 +8 +4 +2 +1
Take 10 Yes Yes No No No

Movement speed[edit]

Your base speed is your movement speed increment * your ranks in your movement skill * size speed multiplier as shown on the table below.

Size Speed Multiplier
Fine x0.10
Diminutive x0.25
Tiny x0.375
Small x0.50
Medium x0.75
Large x1
Huge x1.25
Gargantuan x1.5
Colossal x1.75

Example[edit]

A Medium creature with a Good maneuverability walk skill base speed is 8 x 1 x 0.75 = 6 squares.

A Medium creature with a Poor maneuverability bonus to walk skill base speed is 2 x 2 x 0.75 = 3 squares.

A Medium creature with four legs and a Good maneuverability to walk skill base speed is 8 x 1 x 0.75 x2 = 12 squares.

Changing Speed[edit]

You can try to go faster than your normal speed if you want to, but have a penalty to your move action as describe in the following table. If you move more slowly, it is easier to move.

Speed level Speed Multiplier Move Modifier Maneuverability modifier Charge Bonus
Step by step x1/8 +8 +3 -
Slow Pace x1/4 +4 +2 -
Stroll x1/2 +2 +1 -
Walk x1 0 0 0
Hustle x2 -2 -1 +2
Run x3 -4 -2 +4
Dash x4 -8 -3 +8
Sprint x5 -16 -4 +16
Sprint+ +1 multiplier x2 previous penalty -1 per multiplier x2 previous bonus

Speed Multiplier: The number of times you can use your base speed in a standard movement. At hustle speed, a medium creature with a base speed of 6 squares can move 12 squares in a standard action. At a stroll speed, a medium creature with a base speed of 6 squares can move 3 squares.

Move Penalty: Your move speed can give more chance to trip when moving at high speed resulting in a penalty that apply to all Movement skill check made at this speed while moving more slowly make you better at moving.

Maneuverability modifier: The faster you go, the less in control you are. This penalty in the number of maneuverability level you lose while going at this speed.

Charge Bonus: When charging, the faster you go, the stronger your blow will be. But because of your maneuver penalty, it might be impossible to charge correctly at high speed because of your lack of control on your movement.

Movement Penalty[edit]

There is three types of penalty that can be apply to movement.

Speed Penalty: Represented by a square multiplier, this penalty slow you down by making you count a square many time in movement.

Move Penalty: Maneuver penalty is a penalty to your skill check made too move, but do not hinder in any way your moving speed.

Skill Penalty: Penalty to movement skill reduce both your speed and your skill check.

Example[edit]

You want to move very fast to flee from a fight and you have a good maneuverability run skill with a total ranks of 16. Your base speed is 16(Ranks) * 3'(Medium Size) = 48 feet or 9 square (round down).

On your first move action, you can increase your speed by three speed level (your acceleration limit) so you can dash at x4 the speed doing 36 square in one standard move action. Going this fast is dangerous because you can trip on something, you have to do a move check with a penalty of -8. The terrain is flat so it's only a DC 10 and you can take ten because of your good maneuverability meaning that you can't trip with a result of 18 (Take 10 + 16 ranks – 8 move penalty > DC 10).

At this speed you are considered as clumsy (-3 maneuverability penalty). This mean that you can go only in straight line, have a -4 penalty on Defense and Stability and you do not get Dexterity Modifier to your defense. You still have an acceleration limit of 3 even if you are now considered clumsy.

You opponents are following you and because they move faster than you, they might be able to reach you soon so you decided to move again at a faster speed.

You decide to sprint at x5 speed for a total of 45 square. You do not want to risk to go faster than x5 speed because there is a lot of chance that you will fall while running. At x5, you are safe with a DC 10 (Take 10 + 16 ranks – 16 move penalty = DC 10). At sprint speed, you need to make a Constitution check every move action you do, so you need one DC 12 after the first action. Your opponent have decided to stop chasing you, so you want to stop running. Because your acceleration limit is 3, you can only reduce your speed at Hustle speed. This mean that you cannot just stop running and must make another move action as your next action moving 18 squares (x2 speed). On your next action, you have stop and can do any other action that you want.

Measuring Distance[edit]

Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.

You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.

You can also move diagonally past other impassable obstacles, such as pits.

Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.

Moving through a Square[edit]

Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.

Opponent: You can’t move through a square occupied by an opponent, unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.)

Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless.

Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.

Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than it is. A big creature can move through a square occupied by a creature three size categories smaller than it is.

Designated Exceptions: Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the Tumble skill or similar special abilities.

Terrain and Obstacles[edit]

Difficult Terrain: Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain. If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow. Flying and incorporeal creatures are not hampered by difficult terrain.

Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross. On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle. Flying and incorporeal creatures can avoid most obstacles

Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to Defense. When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square. To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to Defense, and you lose any Dexterity bonus to Defense.

Special Movement Rules[edit]

These rules cover special movement situations.

Accidentally Ending Movement in an Illegal Space: Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer. Double Movement Cost: When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).

If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doubling are equivalent to a tripling.

Minimum Movement: Despite penalties to movement, you can take a long action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes attacks of opportunity as normal.

Movement, Local and overland[edit]

There are three movement scales, as follows.

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

Tactical Movement

This is the scale used in combat.

Local Movement

Characters exploring an area use local movement, measured in feet per minute.

Overland Movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. 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.

The following table show you the distance travel for different scales at different speed. Note that you can travel at a faster speed level to go farther, but the faster you move, the faster you get tired and this may slow you down eventually. It his almost impossible to travel a whole day when hustling without exhausting you to death.


5 feet 15 feet 20 feet 30 feet 40 feet Multiplier
Standard Action (Tactical) 1 sq. 3 sq. 4 sq. 6 sq. 8 sq. 0.2 sq.
One Minute (Local) 50 ft. 150 ft. 200 ft. 300 ft. 400 ft. 10 ft.
One Hour (Overland) ½ miles 1-1/2 miles 2 miles 3 miles 4 miles 0.1 miles
One Day (Overland) 4 miles 12 miles 16 miles 24 miles 32 miles 0.8 miles

Terrain[edit]

The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Terrain Highway Road or Trail Trackless
Desert, sandy x1 x1/2 x1/2
Forest x1 x1 x1/2
Hills x1 x3/4 x1/2
Jungle x1 x3/4 x1/4
Moor x1 x1 x3/4
Mountains x3/4 x3/4 x1/2
Plains x1 x1 x3/4
Swamp x1 x3/4 x1/2
Tundra, frozen x1 x3/4 x3/4

Mounted Movement[edit]

Mount (carrying load) Per Hour Per Day
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 or heavy warhorse 5 miles 40 miles
Heavy horse (201–600 lb.) 3-1/2 miles 28 miles
Heavy warhorse (301–900 lb.) 3-1/2 miles 28 miles
Pony or war pony 4 miles 32 miles
Pony (76–225 lb.) 3 miles 24 miles
War pony (101–300 lb.) 3 miles 24 miles
Donkey or mule 3 miles 24 miles
Donkey (51–150 lb.) 2 miles 16 miles
Mule (231–690 lb.) 2 miles 16 miles
Dog, riding 4 miles 32 miles
Dog, riding (101–300 lb.) 3 miles 24 miles
Cart or wagon 2 miles 16 miles