Friday, December 12, 2025

Movement Rates Across the Editions of D&D (Part I: OD&D, Holmes, and AD&D)

One of my hopes for 2026 is to get an ongoing in-person home campaign running again, using the DCC RPG rules. For public games, which are often one-shots, I tend to handwave many aspects of the game that I would be much more rigorous about in an ongoing home campaign. Mechanics for exploration (encumbrance, movement, etc.) are a bit of a blank spot in DCC, on the assumption that the judge will be familiar with earlier editions of D&D and will adapt their favorite version of such rules into their game. So I've been researching how past editions handled these mechanics, in order to decide how I will handle them in my game. I thought I would compile a brief history of how each edition of D&D (and offshoot games like DCC) have handled player character movement over the years, partly for my own reference, but hopefully this might prove interesting to others.

Chainmail (1971) 

Even though it was a tabletop wargame rather than a role-playing game, Chainmail was essentially the primordial soup from which D&D formed, so it's worth reviewing how it handled movement speeds.

In each turn (defined as one minute of time in battle), each player gets one move (potentially split in half). Relevant to D&D PCs are the following unit types and their movement: Armored Foot (6"), Heavy Foot (9"), and Light Foot (9"). The scale is 1" to 10 yards, giving movement rates of 180', 270', and 270' in a minute, respectively. There are also several unit types which get a 12" move: Landsknechte/Swiss, Arquibusiers/Crossbowmen, and Longbowmen.

There is a fatigue rule in which moving for 5 consecutive turns incurs penalties, which are removed by one turn of non-movement.

Finally, the "fantasy supplement" at the end of the booklet specifies speeds of 6" for dwarves and 12" for elves and (oddly) halflings.

Original Dungeons & Dragons (1974)

Men & Magic (Volume 1 of the three little brown books) mentions movement rates only in terms of encumbrance. A PC carrying up to 750 gold pieces of weight moves at the speed equal to Light Foot Movement (12"). (But note that this doesn't actually map to the speed of Light Foot in Chainmail.) Between 750 and 1,000 gold pieces, a PC moves as Heavy Foot Movement (9"), and between 1,000 and 1,500 gold pieces as Armored Foot Movement (6"). Above 1,500 gold pieces a PC incurs a half-speed penalty (i.e., 3"). These speeds are described as being per turn. Men & Magic does not define "turn", so we might initially presume it remains 1 minute as in Chainmail.

However, Volume 3, The Underworld & Wilderness Adventures, does define turns and explains how to scale inches to feet: "In the underworld all distances are in feet, so wherever distances are given in inches convert them to tens of feet. Movement (distances given in Vol. 1) is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves - 120 feet for a fully-armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed)." This actually contradicts what Volume 1 said (e.g., 6"/turn for an armored footman), but at least we have clarity on how far a PC can move. In a 10 minute turn a PC receives two moves at their movement speed at a 1":10' scale, giving us the following movement rates (at least in the underworld):

  • 0 - 750 gp weight: 240' 
  • 750 - 1,000 gp weight: 180'
  • 1,000 - 1,500 gp weight: 120'

OD&D does not differentiate the four PC races; all travel at the same speeds as determined by their encumbrance.

I'll note that 240' in 10 minutes is barely a quarter of a mile per hour, much slower than the 360' in 1 minute (~4 mph) that the equivalent character in Chainmail travels. It is logical that one would travel much slower in a dangerous dark dungeon than on an open plain, but this does seem ludicrously slow.

OD&D requires that one turn every hour must be spent motionless, which is a direct translation of Chainmail's fatigue rule. There are ten rounds of combat per turn, making a round 1 minute (so the duration of each combat "action" remains the same as in Chainmail; it's just the terminology that has changed). It isn't clear to me, though, how the speed in inches translates to each combat round. (But to be blunt, the entire combat system is extremely vaguely described in OD&D!)

Wandering monsters appear on a 1 in 6, rolled at the end of every turn.

Basic D&D / Holmes (1977)

The Holmes Basic D&D set was being developed concurrently with Advanced D&D, and it is interesting to see how they diverge. Speeds are translated from inches into feet, but the overall movement rates from OD&D are retained (all speeds are per 10 minute turn):

  • Unarmored and unencumbered: 240'
  • Fully armored, or heavily loaded: 120'
  • Fully armored and heavily loaded: 60'

These speeds are explicitly stated as "exploring/mapping" speeds, and the rules allow for PCs to move at double speed when "moving normally", or triple speed when running.

Oddly, all monster speeds are given as feet/turn, but they all in the range of 60'/turn, 90'/turn, 120'/turn, etc. It appears that only PCs receive two moves per turn, and monsters simply take their base speed once!

Combat rounds are now stated to be 10 seconds long. An unarmored PC moves 20' per round, and an armored PC moves only 10'.

Wandering monsters still occur on 1 in 6, but now the die is only rolled every three rounds. So although exploration speeds are the same as in OD&D, the relative "speed" of distance between wandering monster encounters has tripled!

Advanced Dungeons & Dragons (1977-1979)

For as much mockery as the AD&D books receive for being unclear and difficult to understand, they do in fact finally establish some unambiguous movement rules, although PCs are moving slower than ever.

In the dungeon, turns continue to be 10 minutes long. AD&D continues OD&D's combat rounds of 1 minute, but now they are divided into 10 6-second segments.

The Players Handbook reiterates the usual movement rates at 1":10', but now they are per turn, rather than two moves per turn:

  • Normal gear (up to 350 coins): 12"
  • Heavy gear (up to 700 coins): 9"
  • Very heavy gear (up to 1050 coins): 6"
  • Encumbered (over 1050 coins): 3" to 4"

Perhaps to make up for the halving of speed, the rules now allow movement at 5 times the normal speed when following a known route or map.

Combat speed (or when fleeing) is 10 times faster, or in other words, the same numeric values apply per round rather than per turn. Even though the duration of a combat round is different, this ends up being the same combat movement speed as in Holmes D&D (20' in 10 seconds for an unarmored PC).

When moving in an inhabited area like a city, movement occurs at combat speed, but no mapping is allowed. (If PCs are mapping in a city they move at the dungeon exploration rate.) This casual speed is still quite slow at only about 1.4 mph for an unarmored PC.

The Dungeon Master's Guide reiterates the "rest after every 5 turns of movement" rule, and the sample dungeon example implies a wandering monster check every three turns (although no explicit general rule is given).

To Be Continued...

In the next post I will look at the various Classic D&D editions of the '80s, as well as the significant changes made in AD&D 2e.

Friday, September 5, 2025

Shudder Mountains Starting Equipment Values

As a followup to my earlier post compiling prices for DCC RPG starting trade goods, here is a similar list for the custom occupations list provided by the Sour Spring Hollow adventure in The Chained Coffin, an adventure and campaign setting for DCC RPG. The book details the Shudder Mountains, a region inspired by the Appalachian Mountains as portrayed in the Silver John stories by Manly Wade Wellman. Many of the occupations are the same as in the core DCC RPG rulebook, but some have been removed and a few new ones added, to better fit the Appalachian setting. There were a few new trade goods on this list, so I've done the same research as described in the previous post, and here is a list of the items that do not have values given by the core rulebook.

All of the same notes and caveats from the previous post also apply here.

ItemCost in gpNotes
Awl2
Barrel2
Black grimoire40100 pages of parchment
Bundle of wood5 cpenough firewood for 1 day
Chisel2
Clay jug6 sp
Clay, 1 lb.2 cp
Cleaver8 sp
Cow hide4 sp
Deer pelt3 sp
Fiddle20
Fine stone, 10 lbs.1granite or marble
Flour, 1 lb.2 cp
Flute5
Hen2 cp
Herbs, 1 lb.5 cp
Herding dog17
Iron, 10 lbs.5 sp
Parchment and quill pen15 sp, 2 cp5 sheets of parchment and one quill
Pick6
Pitchfork1
Pushcart8
Quill2 cp
Rag doll5 cp
Shoehorn2 sp
Shovel2
Side of pork1approx. 30 lbs.
Sifting basket3 sp
Steel helmet20treat as Full-face helmet in Crawl #2
Steel tongs2
Waterproof sack2 sp
Wood, 10 lbs.5 cpapprox. two 3' long 2x4s

 

Values for DCC RPG Occupation Trade Goods

New characters in Dungeon Crawl Classics RPG have a randomly determined occupation, which in turn gives them a starting weapon and some sort of "trade good" appropriate to their occupation. The DCC RPG rulebook suggests that these trade goods might be useful in the dungeon but might also be traded or sold. However, despite calling these items "trade goods", the book neglects to place a monetary value on them! What's the judge to do when a player asks if they can sell the side of beef or 3 square yards of fabric they've been lugging around?

After having the question arise in several games and having to come up with an ad hoc estimate, I decided to go through the occupations list and derive values for each of the starting weapons and trade goods that didn't already have prices. These values come from a variety of sources from the old school D&D constellation, tweaked as seemed appropriate for the DCC economy. These sources included (in roughly this order of priority): 

  • Crawl! #2, a DCC RPG fanzine issue that includes an expanded equipment list, with prices in line with the DCC economy
  • The AD&D 2e Player's Handbook, which is highly recommended for what is probably the most comprehensive equipment list suitable for any kind of old school fantasy setting
  • The D&D 3.5e Player's Handbook, for a few items that other sources did not cover
  • The Dolmenwood Player's Book, the Old School Essentials Advanced Fantasy Player Tome, and Carcass Crawler #3. I frequently find the prices deriving from the "Basic D&D" lineage to be extremely inflated (always specified in gold pieces and probably a relic of the "XP for gold" mechanic), but I borrowed a few prices that seemed reasonable from these sources.
  • Grain Into Gold. This is an outstanding effort to create a plausible medieval fantasy economy, and I used it as a "sanity check" on values, or borrowed values outright when no other source covered an item.

One source I didn't use directly was the original AD&D Players Handbook. Although it has a decent-sized equipment list, one has to be careful because in 1e, a gold piece was equal to 20 silver pieces, as opposed to the 10 sp we have been used to since 2e. Thus, we either have to assume that 1e copper and silver pieces are worth half as much as "modern" equivalents, or assume that copper and silver are the same but the gold piece is worth twice as much. I found it easier to just lean on other sources instead.

A brief note about the "DCC economy": Obviously, we are not trying to accurately simulate a medieval economy here. That is a fool's errand (especially when our understanding of the actual historical medieval economy is fragmentary at best!), and our players probably don't care that much. But it is nice to have things feel at least plausible and within an order of magnitude, shall we say. In judging or setting prices, I attempted to keep things in line with the equipment prices already given in the DCC RPG rulebook, keeping in mind that everything in this world is made by hand, etc.

I use basic living expenses as a rule of thumb. A pint of weak, homebrewed ale, being the medieval equivalent of bottled water, is worth about a copper piece or two. The DCC rulebook says that a day of rations (i.e., hard tack and jerky) costs 5 cp. A simple meal at a tavern would be a few silver pieces. A night at an inn ranges from a silver piece for a spot on the floor of the common room to a couple of gold pieces for the nicest lodgings a town has to offer. Very roughly, I view a copper piece as equivalent to one US dollar (circa 2025), making a silver piece equal to $10, and a gold piece to $100. This won't always reflect modern prices for the same items, but should get you close enough to "How many days of lunches is this worth?" to keep things plausible. I find it a useful calibration when determining how much treasure to place as well.

One last note: If you allow your new Level 0 PCs to trade or sell their starting equipment, I would recommend giving them no more than half the listed values in exchange. How much would you pay for an unrefrigerated slab of beef of dubious provenance from a desperate looking man who is quitting his job as a butcher to become an "adventurer"?

So without further ado, here are my suggested values for all of the weapons and trade goods on the DCC occupation table that do not already have prices listed in the rulebook. You'll note immediately that some occupations provide much more valuable heirlooms than others. Such are the vagaries of luck! I've arranged them alphabetically, as they are written in the DCC RPG rulebook. I hope you find this table useful, and please feel free to comment if you have questions or suggestions.

ItemCost in gpNotes
Awl2
Badger pelt7 cp
Barrel2
Begging bowl4 cpclay bowl
Black grimoire40100 pages of parchment
Book40100 pages of parchment
Bundle of wood5 cpenough firewood for 1 day
Cheese dip1 sp
Chicken meat, 5 lbs.15 cp
Chisel2
Clay, 1 lb.2 cp
Cleaver8 sp
Cow10
Crowbar2
Crutches1 sp
Cudgel3
Deer pelt3 sp
Dice5 cp
Duck3 cp
Fabric, 3 yards12 sp
Falcon20untrained
Fine dirt, 1 lb.2 cp
Fine stone, 10 lbs.1granite or marble
Fine suit of clothes10
Fine suits, 3 sets30
Fine tools25treat as thieves' tools
Flour, 1 lb.2 cp
Fruit5 sp1 bushel
Glass beads1bag of 20 beads/marbles
Gloves, 4 pairs4
Goat1
Goose5 cp
Hen2 cp
Herbs, 1 lb.5 cp
Herding dog17
Hex doll5 cp
Iron helmet10treat as Standard helmet in Crawl #2
Jar of honey15 cp8 oz jar
Knife5 sp
Linen, 1 yard5 sp
Locket2
Mithril, 1 oz.30Tolkien said mithril was worth "ten times its weight in gold"
Net1
Parchment and quill pen15 sp, 2 cp5 sheets of parchment and one quill
Parchment, 10 sheets3
Pick6
Pitchfork1
Pushcart8
Quality cloak8 sp
Quill2 cp
Rag doll5 cp
Razor5 sp
Sack of night soil5 cp
Sailcloth, 2 yards4 sp
Scissors1
Sheep2
Shoehorn2 sp
Shovel2
Side of beef5approx. 100 lbs
Silk clothes20
Small chest1
Sow3
Spyglass25
Steel helmet20treat as Full-face helmet in Crawl #2
Steel tongs2
Steel vial1
Stick0
Stinky cheese2 sp1 lb
Strange-looking rock0
Tarot deck8
Trowel1
Ukulele25
Waterproof sack2 sp
Wood, 10 lbs.5 cpapprox. two 3' long 2x4s
Wooden crate1


Friday, March 14, 2025

My Public Open Table Campaign

For the past year or so, I've been running Dungeon Crawl Classics RPG games at local game shops. It has had its ups and downs (we've had two shops go out of business beneath us!) but it has been great to play in person, and expose quite a few new players to tabletop role playing games, and to DCC RPG.

If you're in the Western New York area, feel free to join us for a game (or for a long term campaign). DCC RPG plays a lot like old school D&D, but with the wild chaos turned up to 11! It goes back to the sword & sorcery and weird fiction roots of D&D, and then provides mechanics that emulate that genre even better than the original game.

Maybe you played D&D a long time ago and would like to recapture that feel of never knowing what's going to happen in a game? Or maybe you're currently playing D&D 5e but would like to try something that plays faster and wilder? My goal with these games is to accommodate busy schedules, by being completely amenable to dropping in and out as your situation allows. Play as little or as much as you like, or drop in and try it out once! The campaign is typically episodic, jumping from adventure to adventure without getting bogged down in the details of how we get from one to another, as befits the source literature. There's no long term commitment and there are no fees to play.
 
I've created a permanent page on this blog with all of the details about the public games along with my contact information. I invite interested readers to check it out and get in touch!