MOVEMENT AND TIME ----------------- * 1 Turn = approximately 10 minutes * 1 Turn = 10 Melee Rounds * 1" = 10 feet indoors or 10 yards outdoors * Movement: Turn Movement(MEN) - cautious movement/mapping ## ------------------------------------------------ lightly encumbered(up to 40# load) 12"/turn armored or encumbered(41# - 80#) 9"/turn heavily armored and encumbered(81# - 120#d) 6"/turn heavily armored and heavily encumbered(121# - 160#) 3"/turn ** Running speed per round is the Turn Movement rate per Round ** "Normal" movement outside of the 'dungeon' or through areas already explored would be at 2x the Turn Movement rate (e.g. 24"/turn, 18"/turn, 12"/turn, 6"/turn). ** Melee combatants may move up to 1/2 their Turn movement rate in a melee round AND attack(or take an action). They can "Charge" (see combat textfile). Or they can move up to their full Turn movement in a single round and NOT attack or take any further action(Running). Archers may also move(1/2 rate) before firing. Magic-Users may move no more than 10 feet if casting a spell in that round, as they must concentrate to cast spells. ## Encumbrance is figured loosely and considers both the weight and bulk of items carried or worn.. The encumbrance load above is based on a character in the average category of strength (9-12). For those with a +1 bonus to STR, add 25% to load carry- ing ability. For +2, add 50%. And for a bonus of +3, add 100%. For example, a character with 16 STR (+2) would move at 12"/turn while carrying a load of up to 60#, 9"/turn with a load of up to 120#, 6"/turn carrying up to 180#, and 3"/turn with a load of 240#.