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General Fantasy RPG question regarding game time
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<blockquote data-quote="Dessert Nomad" data-source="post: 7544815" data-attributes="member: 6976536"><p>It depends on how the recharge is supposed to work. A lot of items like 5e wands are made to have a limited number of uses per adventuring day to represent that they have some power that can be used up and recharges fairly rapidly without any special materials. For those items, tying them directly to rests (long rests in 5e terms, overnight rest in other games) or to simple ticking of a clock works fine. They're not mythically tied to anything, they just recharge their power over some amount of time, and the 'once per day' is really a bookeeping convenience and not fundamental to how the device works. Other items or abilities are meant to be mystically tied to something like 'the rising of the sun' or 'the fall of night', in which case either the item creator (as in the writer, not the in-game manufacturer) or DM has to abjudicate how they work in areas where this doesn't actually occur on a 24-hour cycle. Note that this doesn't require a round world, you run into the same problem going to planes where there isn't a day/night cycle or any direct influence from a particular world's sun. </p><p></p><p>Not sure what the existence of 'portable timepieces' has to do with it powers recharging though - a device that needs X time or Y trigger to recharge will just recharge on that cycle as part of the world even if the players don't have a way to tell time with them. The recharge cycle actually might be a handy, if unintentional tool for timekeeping. Also, real world pocket watches were around in Europe from the 1400s, and reasonably common by the 1500s, and self-contained mechanical clocks date back to the 1300s. Meanwhile the full plate armor that's routinely seen in D&D only dates back to the 1400s. This means that even ignoring the possibility of magical clocks or gnomes or dwarves have more advanced clockwork than humans, in historical terms portable timekeeping was basically contemporary with the usual armor technology. The 1e 'great net equipment list' includes a 20 pound water clock costing 1000gp, which seems reasonably portable and 'adventurer affordable' (certainly workable on a ship, wagon, or portable hole), so for at least some versions of D&D portable timekeeping is standard.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7544815, member: 6976536"] It depends on how the recharge is supposed to work. A lot of items like 5e wands are made to have a limited number of uses per adventuring day to represent that they have some power that can be used up and recharges fairly rapidly without any special materials. For those items, tying them directly to rests (long rests in 5e terms, overnight rest in other games) or to simple ticking of a clock works fine. They're not mythically tied to anything, they just recharge their power over some amount of time, and the 'once per day' is really a bookeeping convenience and not fundamental to how the device works. Other items or abilities are meant to be mystically tied to something like 'the rising of the sun' or 'the fall of night', in which case either the item creator (as in the writer, not the in-game manufacturer) or DM has to abjudicate how they work in areas where this doesn't actually occur on a 24-hour cycle. Note that this doesn't require a round world, you run into the same problem going to planes where there isn't a day/night cycle or any direct influence from a particular world's sun. Not sure what the existence of 'portable timepieces' has to do with it powers recharging though - a device that needs X time or Y trigger to recharge will just recharge on that cycle as part of the world even if the players don't have a way to tell time with them. The recharge cycle actually might be a handy, if unintentional tool for timekeeping. Also, real world pocket watches were around in Europe from the 1400s, and reasonably common by the 1500s, and self-contained mechanical clocks date back to the 1300s. Meanwhile the full plate armor that's routinely seen in D&D only dates back to the 1400s. This means that even ignoring the possibility of magical clocks or gnomes or dwarves have more advanced clockwork than humans, in historical terms portable timekeeping was basically contemporary with the usual armor technology. The 1e 'great net equipment list' includes a 20 pound water clock costing 1000gp, which seems reasonably portable and 'adventurer affordable' (certainly workable on a ship, wagon, or portable hole), so for at least some versions of D&D portable timekeeping is standard. [/QUOTE]
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