Travel & Movement

Chromatia uses the standard rules for travel and movement as laid out in Chapter 8 of the PHB, including those options laid out under the section “Activity while Traveling”. When moving by land, sea, or sky across the world (you can find a world map under Game Resources), the game master will typically provide an estimated travel time for your journey.   When travelling on a marked road, there is no adverse effect on your travelling. The roads are well maintained and often patrolled by the world’s various militias, such as the Armored Brigade or the Dragon Knights. The same extends to the oceans, with the Sparrow Navy being the most prolific naval force and trade empire in the world. You’re free to reference passing patrols, lookouts, and minor outposts in your roleplay if/when you decide to explore the game world.   If you need a quick reference for unusual movement types, continue. These are paraphrased directly from the PHB.  

Difficult Terrain

The travel speeds given in the PHB’s travel pace table assume relatively simple terrain (roads, open plains, or clear dungeon corridors). But the world is a vast and often unkempt place, requiring adventurers to face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground – all examples of difficult terrain.   You move at half speed when travelling over difficult terrain, moving only 1 foot for every 2 feet of speed, meaning you can only cover half the normal distance in a minute, an hour, or a day. In other words, it takes twice as much effort to cover the same distance.   Your game master will warn you if a certain environment would be considered difficult terrain and take this into account during encounters or scenarios where it’s relevant.  

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 in difficult terrain) when you’re climbing, swimming, or crawling. This is ignored if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the GM’s option, climbing a particularly difficult vertical surface, or swimming through rough water, may require a successful Strength(Athletics) check.  

Jumping

A character’s Strength determines their ability to jump long or high distances. Jumps still count against your total movement for the turn, so take this into consideration when planning movement.   It is a common misconception that making a precarious leap needs an acrobatics check – no amount dexterous flipping will replace the physical strength needed to actually cross a gap, though that’s not to say acrobatics won’t be called for to stick the landing. The game master will call this out if/when its necessary, along with any target DC you need to meet (minimum 10) to not fall prone when you land.   Long Jumps. A long jump permits your character to clear a number of feet up to your Strength score, provided you get a running start of at least 10 feet before the jump. A standing leap only covers half the normal distance. Long jumps typically assume height doesn’t matter, like leaping across a stream or chasm. A low clearance obstacle (such as a hedge or low wall, no taller than a quarter of the jump’s distance) may require a DC 10 Strength (Athletics) check at the GM’s discretion otherwise you hit it and fail to complete the jump.   High Jumps. A high jump permits your character to bound into the air a number of feet equal to 3 + your Strength modifier (minimum 0), provided you get a running start of at least 10 feet before the jump. A standing jump only permits half that distance. Depending on the circumstances, the GM may permit you to make a Strength (Athletics) check to jump higher than normal. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus half your height.