Lately, I’ve been thinking a lot about D&D 4e’s tactical nature. I stumbled across an article called 1d10 design mistakes in DnD 4e – Tactical movement, which complains that the rules for running in D&D 4th edition are completely unrealistic.
I touched on this topic in an article last year, Does Anybody Walk or Run Any More?, but that article mainly covered archery, so it’s worth going over again. (For a follow-up that examines archery more accurately, see also You Want To Shoot How Far?)
In D&D 4e, running increases your base speed by 2, at the cost of some penalties to combat. If all you do in the round is run, you can double move, allowing a speed 6 humanoid to move 16 squares in one round. That’s 80 feet over six seconds, or a mere 9 miles per hour. Even a horse with speed 10 can only gallop 24 squares, or 13.6 mph.
How do these figures stand up to a real-world comparison? Actually, pretty well. The Marine Corps Physical Fitness Test requires recruits to be able to run 3 miles within a maximum of 28 minutes, an average of 6.5 mph. An unarmoured human in D&D can run 3 miles in 19 minutes 48 seconds, enough to score 89% on the Marines physical fitness test.
What’s missing from D&D 4e is a faster sprint speed for short-term movement. D&D 3e allowed a character to run up to 4x his base speed as a full round action, and maintain that speed “for a minute or two”. That’s about 13.6 mph for an unarmoured human, a little less than the 15mph average required to run a four minute mile.
Alf’s article raises a good point, though. Why are running characters easier to hit, not harder? In D&D 4e, you grand Combat Advantage to opponents when running, giving them +2 to hit you in melee or ranged. This runs contrary to what you’d expect about a moving target being harder to hit.