21st Century D&D

Movement in Combat

Normal Pace

Normal pace is the speed normally traveled during combat. It costs 1 AP per hex to move at normal pace. A change in facing costs no AP.

A combatant who wishes to run in the next round must expend at least 50% of their AP moving forward in one direction. It is helpful if one also expresses the intent to run at this time.

Being In Melee

A combatant is in melee if they are next to an enemy combatant which is capable of melee-attacking them (not stunned, bound, etc.)

When in melee, it requires 2 AP instead of 1 to move out of a hex.

Normally being in melee is a mutual relationship: each of two adjacent enemies is in melee with each other. However, some long weapons, such as halberds, will cause enemy combatants to be considered in melee without imposing the same condition on the weapon’s wielder.


If in one round a combatant spends the necessary AP on forward movement, as described above, then in the next round they can declare they are running.

When running, moving one hex only costs 1/2 an AP.

A running combatant can only move in forward directions, and must face the same direction as they are moving.

In order to stop at a desired hex, a running character need only announce that they are finished running. Afterward they slow down to normal pace. However, once a combatant has slowed down during one round, they cannot pick up running again until the following round (if during this round they again spend 50% of their AP moving forward.)

An ordinary character can run for a number of consecutive rounds equal to their Constitution score divided by 2. After this, the character cannot run for one minute (5 rounds); if they refrain from all other action to take a breather, they can begin running again after 3 rounds. Some characters will be able to run for longer or shorter periods than this norm, owing to their background.