DragonQuest specifies movement for the inhabitants of the DragonQuest world in two ways primarily. First is the Tactical Movement Rate (TMR) which defines how many hexes an entity can move in a Pulse (5 seconds) during combat and second is the Movement Rate for the Chase Stage specified in Yards per Minute (YPM). Then Book 2, Magic, comes along and uses Miles per Hour (MPH) for spells like Telekinesis, Windwalking and Shadow Wings which requires conversion to game movement rates when used on the Tactical Display. It takes no great feat of math to do the conversions but for Telekinesis and Shadow Wings it needs to be done with each improvement in spell rank. So a while back I threw together a few tables in OpenOffice Calc to do conversions from MPH to both TMR and Chase Stage movement for the two spells but also more general conversion tables.
Here is a PNG image of the tables.
A PDF version can be found on the downloads page.
The conversion from MPH to Yards/Minute is straight math where YPM = [MPH * 1760 / 60]. The TMR conversions use the standard DragonQuest conversion rate of 50 YPM of Chase Stage movement equaling 1 TMR. The mathematically astute reader may observe that this produces smaller TMR values than a strict conversion of yards per minute to hexes per pulse would actually give. The "correct" conversion factor would be 20 not 50. There are several reasons for doing it this way. First is that this is consistent with the movement rates and TMR values given in the rules. Second is that using the 2.5 times higher TMR values would be somewhat impractical on your average gaming table. Lastly movement at the full rates in the tight quarters of a typical melee encounter would be prone to running into walls or trees or just overshooting the intended hex. The spells mentioned before don't improve the target's reaction time just the velocity that is granted. In a situation where the true speed is needed the GM can make the appropriate adjustment and determine if a control roll is needed or not.
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