In Tiny d10, there are three different layers at which movement occurs:

LayerMovement RateMovement Type
CombatFeet per 10 secondsBrisk walk to run
Exploration (Dungeon)Feet per 10 minutesStealthy to cautious
Exploration (Overland)1Miles per hourCareful to quick march

Every layer is abstracted to a different turn length, but still centered around the same feet per second/minute and miles per hour math, with 1-10 mph being the “operational” range for most classes.

Note: Movement rates may have “bands” indicating a range of speed, e.g. “moderate speed is 60-80 ft. per combat round.” These bands allow for conditions that may affect speed but aren’t necessarily penalties: terrain, maneuvering, or other factors at the GM’s discretion.

Additionally, it should be noted that the only thing the rules are doing here is establishing turn length, which is completely flexible to the table’s needs.

Determining A Creature’s Movement Rate

Simply take the creature’s average rate of speed in miles per hour (mph) and multiply it by 15: this produces its movement rate in feet per 10 seconds (for use in combat scenarios); feet per minute (as necessary) can be easily derived.

Note: Movement rate scales by turn length, so a creature with a 100 ft. movement rate can likewise move 600 ft. per minute, and over 1 mile per 10 minutes.

Sprinting

Considering that the maximum sprint speed for a reasonably fit adult is 15-20 mph, it is recommend that a “sprint” action be added to the available combat options.

Sprint – move up to triple your maximum movement speed for one round (may not perform any other actions on this round).

Note: Combat is the only layer where sprinting makes sense, as it is sustainable for only a few seconds at a time.

Examples

average (mph)ft/round5s burst (mph)top speed (mph)
human5.58011~15
bear1015020~30
horse1218024~44
wolf1218024~35

Considerations

  • When it comes to dungeon crawling, the turn exists primarily to signal to GMs when they should check for wandering monsters, or advance any plots being executed by the dungeon’s denizens.

Footnotes

  1. In the interest of brevity, overland travel is averaged at 2 mph in Fantasy Core; with the addition of Encumbrance and the Worldwide Adventure Generator, travel guidance has been updated. ↩