Rules

Enchanted Realms Rulebook

 
 Game Starter 
  
 

Movement

“Direction is more important than speed. You can go fast in the wrong direction.” ―Redfoo

There were those metrics in the species tables that were listed as movement. If unfamiliar with RPGs, one might be wondering what these numbers mean.

Again, answering at a high level, the movement values represent a distance permitted during one’s turn in combat. That daily number indicates what distance someone of that species can travel under optimal conditions and using the entire day for the journey.

Like so many aspects of this game, the numbers can be modified. Perhaps a skill has been obtained that improves one’s base movement rate. On the other side, perhaps the character has too heavy of a load and his or her rate of speed diminishes. And of course, there is always magic in this game that can play a factor.

Often movement and distance is not an important factor. Crossing the bar to ask for a drink will not prompt the GM to validate one’s movement rate. However, whenever a combat challenge occurs, those numbers will matter.

In Enchanted Realms, movement is represented on a battlemap. The map will be divided up into hexes, with each space representing 5 feet. Therefore, if a character can move 50 feet on one’s turn, then 10 hexes can be traversed. This is true when the terrain is smooth, such as wood floors, open plains and worked stone. However, movement costs more when traversing difficult terrain, like stalagmites, thicket-covered forests, or a treacherous staircase -- every actual foot in difficult terrain costs two feet of movement. This means each hex of difficult terrain moved into cost 10 feet instead of 5 feet. However, there are conditions, such as being knocked prone, that movement is declared to be at crawling speed. Crawling costs three feed of movement per one measurement foot. Thus, for each hex crawled would cost 15 feet. There are more detail about crawling and being prone later.