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Traveling speed details Traveling task details

Pace Speed Navigation check Passive perception Stealth Foraging Mapping Ativity Gain
Underdark on foot Navigating A DC 10 survival check results in travel towards the
Fast 8 mpd -5 -5 No No Yes destination. Familiarity with the local area is required.
Automatic succes with a map.
Normal 6 mpd 0 - No Disadv. Yes
Slow 4 mpd +5 - Yes Yes Yes
Darklake Foraging A succesful DC 15 survival check yields 1d6+wis ib.
food and 1d6+wis gal of water.
Drifting 24 mpd no - No Yes Yes
Lookout Your passive perception is used to notice threaths for
Rowing (8 h & camp) 12 mpd yes -5 Yes Yes Yes
the group
Rowing (shifts) 36 mpd yes -5 Yes Yes Yes
Mapping An investment that results in a valuable aid for
navigating.

Encumbrance details Water requirements


Encumbrance Ib. threshold Combat speed dex in attacks, skills, saves Travel pace Water consumed per day Effect
AC 1 gallon (8 pint/ib.) -
Lightfooted - - - - - 0.5 gallon (4 pint/ib.) DC 10 con check or +1 exhaustion
Hindered str x 5 -5[dwarf 0] limit = +2 - fast = DC 10 con less +1 exhaustion
Encumbered str x 10 -15[dwarf -10] limit = +0 disadv. on dex, str, con normal = DC 10 con Note: a full water skin contains 4 pint (0.5 gal)
Overburdened str x 15 set to 5 [see dragging/pushing] limit = +0 not if you moved this round no travel
Special: when swimming, you’re automatically hindered in medium armor, and automatically encumbered in heavy armor
Food requirements
Food consumed per day Effect
Action economy 3 ib. -1 day not eaten, Spend a free hit die
Action Duration in combat 2 ib. -1 day not eaten (normal requirement)
Donning or doffing armor Complete combat (10+ rounds) 1 ib. - (bearable ration)
Donning or doffing a shield 1 action less +1 day not eaten
Donning or doffing a backpack 1 action 3+con days not eaten on wake-up +1 exhaustion, DC 10 con check or +1 exhaustion
Dash, disengage, help, dodge, hide, skill, ready 1 action[rogues often have other options] Rationales for DM judgements:

Encumbrance speed penalty – this is maintained but lightened, even though it creates the impression that high-strength characters are ‘hindered’ by weight sooner than low-strength characters, due to armor choices. The rationale is
that it is quite realistic to be slower in heavy armor. A penalty of 5 ft. Should be manageble and even was the default in 4e for heavy armor.
First simple object interaction[see list on the right] ‘free’[as part of your action or move action] Encumbrance limit on dex in AC – this is introduced. Relying on agility for defense becomes more difficult when carrying more. High-strength characters with heavy armor get to ignore this, creating the interesting situation that while
high-strength characters are hindered by weight sooner due to their tendency to carry more stuff, low-strength characters that rely on agility are suffering more once they are hindered. Another nice benifit is that medium armor now

Second simple object interaction[see list on the right] 1 action becomes worth considering.
Encumbrance effect on attacks, skills saves – this is unchanged. I feel dex should be penalized at hindered allready, but I didn’t as this might put dex characters at permanent disadvantage to attack in their starting gear, which would
be taking things too far if you ask me. Open for suggestions. Note that caster attacks will only start suffering like everybody else once overburdened.

Administiring or drinking a potion 1 action[dmg p. 139] Encumbrance weight thresholds – unchanged from the variant. Realistically speaking, these are still quite forgiving. A commoner witth str 10 doesn’t notice weights up to 25 kg, which is in fact just over the ARBO limit. Even though the
commoner isn’t a trained soldier, he can still largely function and march while carrying 50 kg of loads, which is just over the loadout of ancient Roman Legionairs during march.
Heavy armor mobility – This movie (https://www.youtube.com/watch?v=qzTwBQniLSc) shows people in 50 ib. fullplate running, fitnissing and doing backflips. This movie and others
An explicit source of a bonus action 1 bonus action (https://www.youtube.com/watch?v=bwd2ZEav2vE) show that swimming in fullplate is extremely difficult, but it is possible to at least not drown immediately (weight != density, so expected). Hence the special rule on heavy armor.
One round to doff a backpack – strapping a pack to you back or removing it can never be easier/faster than strapping a plank to your arm or removing it (in other words: same as shield).

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