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D&D 5E Clarifying Dungeon Turns for my Players

BookTenTiger

He / Him
We are about to start a big, meaty dungeon in my weekly game, and to help keep things moving I want to introduce Dungeon Turns into the game. I know that my players do best when they have a little guidance, so I want to work up a quick document they can use to help them with the concept.

I'd love some feedback on this. Do you think there's anything I should change or add to this list? Do you think this would help players have a good Dungeon experience?


Dungeon Turns

When exploring a dungeon, the characters will act in order based on their Passive Perception scores. Each round takes about 10 minutes, with the characters’ actions occurring simultaneously.

On your turn, you may move (up to your walking speed x 100) and take any actions that would fit within a ten-minute timeframe.

Example Dungeon Actions
  • Search an area, such as a wall, pile of rubble, or bookshelf, for traps, treasure, or secret doors.
  • Scout for enemies by listening at a door or sneaking ahead.
  • Cast any number of one-action spells, or a ritual.
  • Hold a conversation with an NPC.
  • Set traps or blockade doors to secure a room.
  • Delay until after another character’s turn.
  • Any other actions that could fit within a ten-minute timeframe.

Your character is also an active participant during another character’s turn. You may add to conversations, suggest ideas, or help with another character's task.

During Another Character's Turn, You Might...
  • Use the Help Action.
  • Participate in a conversation.
  • Cast a spell, use a magic item, or lend an object to assist the character.
 

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If actions are "occurring simultaneously", why would they need to occur in order of passive Perception?

I'm sure either way is probably fine, but this does come across as contradictory.
 


BookTenTiger

He / Him
If actions are "occurring simultaneously", why would they need to occur in order of passive Perception?

I'm sure either way is probably fine, but this does come across as contradictory.
The turns are more for the players than the characters.

Edit: to clarify, I see it like this: everyone states their intention for the round, but mechanics don't occur until everyone says what they're going to do. But I can see that's not communicated clearly, and is even contradictory with actions like "delay." I think I should do a rewrite to clarify!
 

BookTenTiger

He / Him
This wouldn't help me. I'd not like to have my role-playing interrupted by the DM asking me to state my fiction in the form of rules. Unless...I'm misunderstanding the concept here?
For my group of players, I know they like to have some structure when we are dungeon exploring. Sometimes sessions will lose momentum because players don't want to interrupt each other or steal the spotlight. They're a bunch of polite people! I feel like having dungeon turns and suggestions will help everyone share the spotlight and move quicker through the dungeon.
 

The old days of 1st and 2nd ed AD&D had 10-minute turns for activity outside of combat, so this is not a foreign concept for anyone who started playing prior to 3rd ed. You could go through old material, or have better luck googling it that I did, and see how that matches to what you want to do.
 

aco175

Legend
I feel my players would benefit more from something that tracks hours/torches or maybe 1/2 hours. Big dungeon crawls can take as long as the PCs want to take. If they want to spend an hour in each room searching and sifting through everything, then fine, but when you remind them to cross off another torch and a day's rations, they will pick up the pace.

I tend to gloss over smaller places and group rooms together as one encounter. Larger areas that would take the PCs all day to explore and search a couple main areas may only be 3-5 set encounters.
 


ad_hoc

(they/them)
This seems overly complicated to me.

When I DM I set the scene for the players and then I ask them what they do.

Once they all have told me what they do I then narrate the results.

The cycle of play ends up working out similar to what you've got here but without the need to define specific things.

Let's say the PCs come across an NPC in a small library in a dungeon. After making initial introductions I ask them what they do.

I player might say that they will search the books. Another might say they talk to the NPC about certain things. A 3rd might 'stand guard'. And a 4th might help the other PC search the books.

Then time passes. I will chime in with results of those actions after an appropriate amount of time has passed, often 10 minutes. Sometimes they get interrupted before they are able to accomplish anything.
 

ad_hoc

(they/them)
For my group of players, I know they like to have some structure when we are dungeon exploring. Sometimes sessions will lose momentum because players don't want to interrupt each other or steal the spotlight. They're a bunch of polite people! I feel like having dungeon turns and suggestions will help everyone share the spotlight and move quicker through the dungeon.

For me, one of the most important roles of the DM is to set the pace.

Set the scene. Ask them what they are doing in turn. Don't resolve anything until they have all come up with something to do. Then resolve what they are doing.

If the game 'loses momentum' then continue narration. Either something happens or you give a prompt.

For example "After a nice rest you pick up your gear and then set off. You have choices of X, Y, or Z, where do you go?"

It's also okay to skip over or 'montage' parts that have no drama or excitement. For example, if the players are exploring a friendly giant's castle ask them broadly what their intentions are. Don't go room by room asking them where they go and what do they do each time. Just mention a bunch of interesting things they find and then say "after exploring the giant's home you finally come upon their throne room" and then begin the conversation with the giant.
 

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