This should be used to update the existing errata insert.
The rules were holding onto some core ideas and not updates correctly.
The table below is a simple fix and says that even fully armoured a character can climb - albeit slowly.
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
Compare with CFI rules for situational movement rates...
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).
This should be used to update the existing errata insert.
The rules were holding onto some core ideas and not updates correctly. The table below is a simple fix and says that even fully armoured a character can climb - albeit slowly.
Compare with CFI rules for situational movement rates...
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).