Closed Unclebaby closed 4 months ago
Additionally, Loz suggested the following for Climb in the TDM forum...
10:20 PM - March 4th Good spot - this is indeed a hold-over from the core rules.
To keep things absolutely simple, I'd use the following chart:
Total AP Worn | Load Category | Penalty to Movement |
---|---|---|
0-7 | None | 0 |
8-15 | Light | -1 |
16-23 | Medium | -2 |
24-31 | Heavy | -3 |
32-39 | Formidable | -4 |
40+ | Herculean | -5 |
There should always be a chance of climbing in even in full armour.
Climb, Jump and Swim rules updated in MI SRD under Combat - Situational Movement Rates
CFI actually explains a lot of what MI omits.
Those rules can be placed in Community Errata - or just pasted in?
From the CFI Issue...
See the Situational Movement Rates in CFI.
Climbing: Worn armor hinders climbers, with each location covered by light armor counting as 1 additional 'Thing' carried, and each location covered by heavy armor counting as 2 additional 'Things' carried.
Jumping: Reduce the jump distance in feet by half the total 'Things' carried. Worn armor hinders jumpers, with each location covered by light armor counting as 1 'Thing' in the beforementioned calculation, and heavy armor counts as 2 'Things.'
Swimming: Under normal conditions a character's maximum swimming speed per Round is equal to their Movement Rate, -1 for each 'Thing' carried more than the character's STR. Worn armor hinders swimmers, with each location covered by light armor counting as 1 additional 'Thing' carried, and each location covered by heavy armor counting as 2 additional 'Things' carried. If total ENC reduces swim distance to 0 or less, the character automatically begins drowning (see Asphyxiation).