Weight is listed in pounds. A normal level of miscellaneous equipment (not including armor and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing one tenth of a pound. These are big, heavy coins and gems, but that is just the way of things in a fantasy world. Coins should clink, and gems should be the size of dice.
All characters, depending on the weight of the armor and equipment they are carrying, have a base movement rate as follows:
|Weight Carried*||Base Movement Rate|
|UP to 75 pounds||12|
|151-300 pounds (300 pound maximum)||3|
*Carry Modifier (from Strength, if any, is added to the total. For example, an adventurer with a Carry Modifier of +10 can carry up to 85 pounds before dropping from a Movement Rate of 12 to a Movement Rate of 9, while a person with a Carry Modifier of -10 would drop to a Movement Rate of 9 even if carrying only 66 pounds of equipment.
|Walking||Base Movement Rate times 20 feet/turn||Mapping and careful observation of the surroundings are possible.|
|Running||Base Movement Rate times 40 feet/turn||No mapping permitted.
Characters are automatically surprised and have no chance to surprise others.
The sound of running may attract the attention of enemies.
|Combat||Base movement rate divided by 3, times ten feet, is how far the character can move in one round. Thus:
Base movement of 6 = 20ft
Base movement of 9 = 30ft
Base movement of 12 = 40ft
|Dashing around, battling your foes.
Alternatively, running for your life.
|Hiking||Base movement rate in miles/day||No force marched checks required.|
|Forced March||Double base movement rate in miles/day||Forced march checks required once per day. (4d6 vs. Strength)|
|Combat||Base movement rate divided by 3, times ten yards (not feet), is how far the character can move in one round.||Battling your foes, or running for your life.|