
A character moving his speed one time in a single round, is walking when he or she moves. WalkĪ walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human). While moving at the different movement scales, creatures generally walk, hustle, or run.

You can help D&D4 Wiki by expanding it.There are three movement scales, as follows:

Beyond that limit, the creature loses a healing surge (or damage equal to its level if none are left) at the end of each subsequent hour.Ī creature may move double its speed per minute when in a hurry. After that limit, creatures must make an Endurance check, starting at DC 20 at the end of the first hour, and increasing by 5 for every additional hour afterwards.Ī creature may move double it's hourly speed for one hour. In one day, creatures may normally sustain a normal walking pace for 10 hours, although non-adventurers normally tire out after 6 to 8 hours. Base Exploration SpeedĬreatures can attempt to move more quickly than the normal movement speed. To determine exploration speed, multiply the speed value by 50 to get feet per minute, divide by 2 to get miles per hour, and multiply by 5 to get miles per day. However, there are several exceptions: Gnomes and Dwarves, with speed of 5, and Elves, Vryloka, Thri-Kreen, Hengeyokai, and Gnolls, with speed 7.
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A creature wearing heavy armor takes a −1 penalty to its speed (except Dwarves, because of their encumbered speed racial trait) A creature that runs gains +2 speed, grants combat advantage and takes a −5 penalty to attack rolls for that turn. A creature's speed determines how many squares it can move with each move action if it walks.
