scogle
Level 3 Conjurer
Posts: 69
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Post by scogle on Jun 3, 2009 20:42:47 GMT -6
A lightly armored man moves at 24 ft. per/ minute (120 ft. per/ move two moves per/ turn and 10 minutes per/ turn). That's .27 miles per/ hour. What the heck? A normal person walks about 3 miles per/ hour. These movement rules make no sense! How do you fix that? Even considering he's mapping that's still extremely slow. D&D uses 1 minute combat rounds but by this rules a fully armored person would move 12' per/ minute. Is it just me or is that not *really slow*? Edit: Yikes I asked this question forever ago and it was satisfactorily answered A user named tank recommended using the later Basic D&D Mentzer system which divides a character's movement by 3 for combat situations instead of by 5 like I did. Plus I guess those movement rates aren't too bad if you assume the dungeon floor is tricky to navigate, as it probably should be. And in combat I'd right off the lack of movement as accounting for the weaving, jabbing, etc. of combat - you can't usually just walk in a straight line. Even so I can't see how anybody in their right mind could call 12' per/ minute "fast and furious" =P odd74.proboards.com/index.cgi?board=menmagic&action=display&thread=1057
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Post by coffee on Jun 4, 2009 1:55:48 GMT -6
Movement rates come from Chainmail, where they were designed for formed bodies of men. Gygax and co simply transferred them to the dungeon.
As for "fast and furious", if the standard wargames turn of the day was 10 minutes, 1 minute would indeed seem fast and furious.
What must be remembered is that this is all a game, not an accurate simulation of actual combat. As such, it succeeds admirably (in my view). As a simulation, it leaves so much to be desired that it inspired countless other systems -- all of which give the discerning gamer a plethora of choices.
Truly, the best of all possible worlds!
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Jun 30, 2009 12:57:23 GMT -6
240 feet a turn is creeping about in a dungeon speed. It's twice as fast while attempting to evade. It's also three times as fast outdoors thanks to the whole 10 yards to the inch instead of 10 feet to the inch conversion.
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Post by Mordorandor on Nov 4, 2022 18:53:04 GMT -6
I prefer the OD&D movement rates.
120 feet (in dungeons) for all human-types: Human, Dwarf, Elf, Hobbit. 2 moves per turn (10 min) of exploration = 240 feet This assumes parties are being cautious, deliberate, attentive, and quiet. Mapping is possible
Pursuing/Fleeing is x4. 4 moves per turn (10 min) of running = 480 feet Again, this isn't a sprint but is cautious, deliberate, attentive, and [fairly?] quiet hustling through narrow dungeons. No mapping is possible
The question becomes, what about non-exploration speed? What happens when a party wants to move about without mapping?
Perhaps in a way that is casual and not SO cautious?
I take (some) inspiration from AD&D. Figure this way, either:
Still two moves, but to a round (1 min), for 240 x 10 = 2,400 feet in a turn, OR
20 moves to a turn at 120 a move, for 2,400 feet in a turn.
In two turns, that's 4,800, just shy of a mile, which is slower than usual Human speed but can be rationalized by the fact that these are explorers are in dungeons, filled with dragons.
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