When I saw the Fleet-Footed feat in the rules, I was inspired to do a little number crunching. As it stands, I believe this feat is open for abuse.
Fleet-Footed allows the character to add as much as +10 feet to movement rate as an enhancement bonus, or +5 feet if wearing heavy armor. Not a big deal by itself, but the feat may be taken up to three times. In short, an unarmored character can double his movement rate through dedicated acquisition of this feat. A person with a 60 movement rate travels overland at 6 miles per hour, or about as fast as somebody jogging (note that the person with a 60 can also choose to jog, or hustle, changing their overland rate to 12 mph).
It gets worse if the character is a borderer in favored terrain. In this instance, there could be as much as another +20 feet added (a circumstance bonus, so it stacks with the feat), for a total movement rate of 80. This equates to an overland speed of 8 mph, or 16 mph hustling.
Over short distances, the character can run at a blistering pace of ((80/5) * 4) 64 squares per round, or about 36.4 miles per hour. That's almost 10 mph faster than the quickest sprinter who ever lived. If, gods forbid, this character also has the Run feat, he can sprint at 80 squares per round, or about 45.5 mph – faster than most people can safely drive in residential neighborhoods, if we disregard the posted speed limit.
BF Goodrich could open up a sandal franchise in the Bossonian Marches based on these numbers. The character can charge a Shemite bowman from within the -2 range penalty band, even if the archer has Far Shot.
If I ever get around to running a campaign, all the movement rate bonuses for borderers are probably getting halved, and Fleet-Footed may only be taken once (twice if I'm feeling generous).
Fleet-Footed allows the character to add as much as +10 feet to movement rate as an enhancement bonus, or +5 feet if wearing heavy armor. Not a big deal by itself, but the feat may be taken up to three times. In short, an unarmored character can double his movement rate through dedicated acquisition of this feat. A person with a 60 movement rate travels overland at 6 miles per hour, or about as fast as somebody jogging (note that the person with a 60 can also choose to jog, or hustle, changing their overland rate to 12 mph).
It gets worse if the character is a borderer in favored terrain. In this instance, there could be as much as another +20 feet added (a circumstance bonus, so it stacks with the feat), for a total movement rate of 80. This equates to an overland speed of 8 mph, or 16 mph hustling.
Over short distances, the character can run at a blistering pace of ((80/5) * 4) 64 squares per round, or about 36.4 miles per hour. That's almost 10 mph faster than the quickest sprinter who ever lived. If, gods forbid, this character also has the Run feat, he can sprint at 80 squares per round, or about 45.5 mph – faster than most people can safely drive in residential neighborhoods, if we disregard the posted speed limit.
BF Goodrich could open up a sandal franchise in the Bossonian Marches based on these numbers. The character can charge a Shemite bowman from within the -2 range penalty band, even if the archer has Far Shot.
If I ever get around to running a campaign, all the movement rate bonuses for borderers are probably getting halved, and Fleet-Footed may only be taken once (twice if I'm feeling generous).