Movement can be written in feet or as a value such as 6. A movement value of 6 means six 5-foot squares, or 30 feet, in one round.
One square equals 5 feet.
Movement Values
| Movement | Feet |
| 1 | 5' |
| 2 | 10' |
| 3 | 15' |
| 4 | 20' |
| 5 | 25' |
| 6 | 30' |
| 7 | 35' |
| 8 | 40' |
| 9 | 45' |
| 10 | 50' |
Most medium humanoids have a base move of 30 feet, or 6 squares.
- Small characters are usually -5 feet base move.
- Large characters are usually +5 feet base move.
- Armour, fatigue, injuries, impairment, and difficult terrain can reduce movement.
- Your movement in feet is divided by 5 to determine movement in squares.
Fatigue and Movement
| Base Move | Fatigued | Tired | Exhausted |
| 30' | 25' | 20' | 15' |
| 40' | 35' | 30' | 20' |
| 50' | 45' | 40' | 25' |
| 60' | 55' | 50' | 30' |
- Fatigued means you lose 5 feet of movement from your base.
- Tired means you lose 10 feet of movement from your base.
- Exhausted means you lose half your base move, rounded up.
- A move action by itself each round is not strenuous.
Movement and Threat
Moving away from or into combat does not provoke threat by itself.
Taking a single 5-foot step also does not provoke threat, regardless of direction, as long as you make no other moves in the round.
Movement provokes in these cases:
- moving across a target's threatened area, each 5-foot square moved
- moving toward spears and polearms, but not away from them
- moving into an opponent's square without an overrun attempt
Some abilities prevent threat from movement, but may not prevent other free attacks. For example, an ability may stop threat from entering a square without stopping the free attack for entering an opponent's square.
Shared Spaces
You can move through friendly creatures that allow you to pass.
You cannot move through an unfriendly creature unless it lets you through, you overrun it, or you force it back.
If you end movement in the same space as a friendly creature, both creatures gain the Distracted condition.
Diagonal Movement
Diagonal movement costs the same as other movement.
You cannot move diagonally through a corner or object. You must move around the corner, which costs 2 squares of movement.
Difficult Terrain
Difficult terrain costs double movement. This can apply while walking, climbing, swimming, or flying.
Move Action Options
| Option | Cost / Notes |
| Move your movement value | Move up to your current movement. |
| Drink potion | Provokes threat unless an ability says otherwise. |
| Brace for impact | Warwager option. |
| Recover | Gain your HD in HP and increase fatigue by 1 level. |
| Pick up a dropped item | 1 movement. |
| Open or close a door | 1 movement. |
| Interact with unattended object | 1 movement. |
| Grab an item from your pack | 1 movement if handy; full move action if not. |
| Catch item thrown to you | 1 movement. The thrower usually spends a primary action. |
| Stand from prone | Provokes reaction. |
| Mount steed | Move action. |
| Reload crossbow | Move action. |
| Pull yourself up from a ledge | SDF check if hanging. |
| String a bow | Move action. |
| Draw a single handy weapon | As part of 1 movement, 1 movement cost, or by burning reaction. |
| Sustain a spell or vardaan | If outside a sustain matrix or sustain prayer. |
| Extinguish yourself while burning | If not dropping prone, AGL check required. |
| Spot invisible | Success gives +6 to pinpoint square. |
| Retch | +2 on sickened checks. |
| Sneak | Half speed; AGL check at +6 to be quiet, modified by armour. Critical failure is obvious noise. |
If an action costs your move action, you must spend the whole move action on that action. You cannot spend some movement, then complete a full move-action task with the remainder.
Prone and Crawling
If you are prone, you can stand or crawl.
- Standing as a move action provokes reaction.
- Standing with primary + move avoids provoking.
- Crawling is at 1/4 speed.
- Crawling costs 3 movement per square; prone crawling may cost 4 depending on the situation.
Climbing
When climbing, a character is impaired.
Climbing usually costs double movement and may require a success roll if the surface is difficult.
If you fail a climbing success roll, you may stop progressing for the round, or continue and make an AGL check. If that AGL check fails, you fall.
Examples:
- rock wall: success roll
- uneven castle wall: success roll at +6
- overhang: success roll at -6
Swimming
Swimming is usually quarter movement.
You may hustle while swimming, but it causes strain as normal. Swimming against a current also costs strain.
Characters in heavy armour must make SDF checks each round to get air. On failure, they start holding breath.
Characters who cannot swim make SDF checks as though wearing heavy armour and swim at quarter movement.
If a character who cannot swim is wearing heavy armour, they only get air on a critical success on the SDF check; otherwise they are underwater.
Long-Distance Movement
Movement 6 equals about 24 miles per day. Each movement point is about 4 miles per day.
Terrain modifies this.
- Foraging reduces speed by 1/3.
- Exploring reduces speed by 1/3. Each character may make a success roll to discover something of interest per hex.
- In underdark-style travel, movement can translate directly to miles per day: move 6 becomes 6 miles per day, 4 if foraging, 9 if hustling.