BookTenTiger
He / Him
So a few points of clarification I should have written out in the OP...
Dungeon Turns are not my invention or reinvention, they are actually a part of the game, just scattered throughout the rules. @FallenRX did a great job collecting them together in this thread: B/X styled Dungeon Turn Rules...
I'm putting together this document not as a house rule or a change to the core game, but specifically to help my players better move through large dungeons. As I stated before, for my players, a document like this really helps them make choices and take their own moments in the spotlight.
Based on some of the feedback, I've adjusted the document a little bit. I realized this will work best if first the players describe their intentions, then we play it out.
I guess what I'm seeking from this thread is feedback on things I need to clarify about using Dungeon Turns for my players. Are there obvious choices for actions I haven't listed? Is there anything you feel would confuse my players?
Here's Draft 2:
Dungeon Turns
When exploring a dungeon, the characters will act in 10-minute rounds, following these steps:
In each round, characters act in order based on their Passive Perception scores. The characters’ actions occur more-or-less 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
Your character is also an active participant during another character’s turn. You might…
And in the Spoiler I've got an example of how I see this going. For this example, let's just pretend the characters' Passive Perception scores line them up in alphabetical order.
Dungeon Turns are not my invention or reinvention, they are actually a part of the game, just scattered throughout the rules. @FallenRX did a great job collecting them together in this thread: B/X styled Dungeon Turn Rules...
I'm putting together this document not as a house rule or a change to the core game, but specifically to help my players better move through large dungeons. As I stated before, for my players, a document like this really helps them make choices and take their own moments in the spotlight.
Based on some of the feedback, I've adjusted the document a little bit. I realized this will work best if first the players describe their intentions, then we play it out.
I guess what I'm seeking from this thread is feedback on things I need to clarify about using Dungeon Turns for my players. Are there obvious choices for actions I haven't listed? Is there anything you feel would confuse my players?
Here's Draft 2:
Dungeon Turns
When exploring a dungeon, the characters will act in 10-minute rounds, following these steps:
- All players describe intended actions.
- In order, play out mechanics and consequences.
In each round, characters act in order based on their Passive Perception scores. The characters’ actions occur more-or-less 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.
- Attempt to disable a trap, open a secret door, or investigate a mysterious object.
- 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.
- Any other actions that could fit within a ten-minute timeframe.
Your character is also an active participant 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.
And in the Spoiler I've got an example of how I see this going. For this example, let's just pretend the characters' Passive Perception scores line them up in alphabetical order.
A group of four adventurers are exploring a dungeon. The adventurers are:
DM: You enter a large room with an ancient mosaic of a battlefield covering one wall. At the far end of the room is a large wooden double door, warped with age but still strong. A number of tall ceramic urns stand in the corners of the room. What are your characters going to do?
A: I’m going to stand guard in the hallway, in case those troglodytes who ran come back.
B: I’m going to listen at that double-door in case there are enemies beyond it.
C: I’m going to search that mosaic for secret doors or traps.
D: I’m going to cast Identify on that ring we got from the troglodytes.
DM: Ava, describe how you stand guard.
A: I have my lantern out, and I’m going to be keeping a sharp eye for enemies.
B: I cast Guidance on Ava.
DM: Make a Perception Check. Add 1d4 from Guidance.
A: Hm… just a 12.
DM: You don’t see or hear anything… yet! Baldirk, what path do you take to the door?
B: Hm… I guess I’d walk close to the wall.
DM: Make a Dexterity Saving Throw.
B: Uh oh, just an 8.
DM: As you step past this urn, the floor suddenly opens beneath you and you fall into a 30-foot pit! You take 10 bludgeoning damage.
A: I shout out, “Are you okay?”
B: Yeah, I’m fine, just a bruise!
DM: Cricket, tell me how you are searching the mosaic.
Cricket: I have a bag of sand. I’m going to blow it from my palm onto the mosaic and see where it lands, maybe there are tiles that are sticking further out?
DM: Oh, cool. Make a Perception check.
D: Can I help?
DM: How does Drazila help?
D: She’s going to use the cantrip Gust of Wind to push the sand over the whole mosaic.
DM: Great idea. Cricket, you get advantage on your Perception check.
C: 21
DM: As you watch the sand settle down, you notice it gathering on a small clump of blue tiles that are sticking a little out from the wall. Druzila, you are casting Identify as a ritual?
D: Yeah, I sit cross-legged and start chanting in Draconic, calling on the ring to reveal its true nature to me.
DM: At the end of the ritual, you learn this is a Ring of Water Walking. Okay, round two. What will you be doing this round?
A: I’m going to lower a rope for Baldirk and pull him up out of that pit.
B: That’s awesome. Before I head to the door, I’ll search the rest of the floor for traps.
C: I’m going to try to silently open the double doors just a crack and see what’s beyond.
D: I’ll check out those tiles on the mosaic, see if I can figure out what happens if you press them.
(Dungeon Turns continue until the game shifts to a combat or social encounter.)
- Ava, a Fighter
- Baldirk, a Cleric
- Cricket, a Rogue
- Drazila, a Wizard
DM: You enter a large room with an ancient mosaic of a battlefield covering one wall. At the far end of the room is a large wooden double door, warped with age but still strong. A number of tall ceramic urns stand in the corners of the room. What are your characters going to do?
A: I’m going to stand guard in the hallway, in case those troglodytes who ran come back.
B: I’m going to listen at that double-door in case there are enemies beyond it.
C: I’m going to search that mosaic for secret doors or traps.
D: I’m going to cast Identify on that ring we got from the troglodytes.
DM: Ava, describe how you stand guard.
A: I have my lantern out, and I’m going to be keeping a sharp eye for enemies.
B: I cast Guidance on Ava.
DM: Make a Perception Check. Add 1d4 from Guidance.
A: Hm… just a 12.
DM: You don’t see or hear anything… yet! Baldirk, what path do you take to the door?
B: Hm… I guess I’d walk close to the wall.
DM: Make a Dexterity Saving Throw.
B: Uh oh, just an 8.
DM: As you step past this urn, the floor suddenly opens beneath you and you fall into a 30-foot pit! You take 10 bludgeoning damage.
A: I shout out, “Are you okay?”
B: Yeah, I’m fine, just a bruise!
DM: Cricket, tell me how you are searching the mosaic.
Cricket: I have a bag of sand. I’m going to blow it from my palm onto the mosaic and see where it lands, maybe there are tiles that are sticking further out?
DM: Oh, cool. Make a Perception check.
D: Can I help?
DM: How does Drazila help?
D: She’s going to use the cantrip Gust of Wind to push the sand over the whole mosaic.
DM: Great idea. Cricket, you get advantage on your Perception check.
C: 21
DM: As you watch the sand settle down, you notice it gathering on a small clump of blue tiles that are sticking a little out from the wall. Druzila, you are casting Identify as a ritual?
D: Yeah, I sit cross-legged and start chanting in Draconic, calling on the ring to reveal its true nature to me.
DM: At the end of the ritual, you learn this is a Ring of Water Walking. Okay, round two. What will you be doing this round?
A: I’m going to lower a rope for Baldirk and pull him up out of that pit.
B: That’s awesome. Before I head to the door, I’ll search the rest of the floor for traps.
C: I’m going to try to silently open the double doors just a crack and see what’s beyond.
D: I’ll check out those tiles on the mosaic, see if I can figure out what happens if you press them.
(Dungeon Turns continue until the game shifts to a combat or social encounter.)