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Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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<blockquote data-quote="Shiroiken" data-source="post: 7098279" data-attributes="member: 6775477"><p>It's the mentality of size=time and stuff to be searched=difficulty. Technically a small, heavily filled room would take longer to search than a larger room with little in it. Even with my method, I don't require time to search an empty room, since a passive search would instantly show there isn't anything (unless they search for secret doors or traps). As for counting squares/hexes for rooms, you can quickly do this when designing the dungeon (or estimate if you wish), and simply add it into the room notes.</p><p></p><p>Part of the advantage to having the time being based on the size is it gives consistency to the players. Some adventures are time based, and having an idea on how long it will take to search a room helps determine actions. If they roll badly, it can eat up time they don't really want, because their characters would have given up before the time required. If you still like time based DCs, simply let the players know the average time (middle DC), and have them decide how long they are willing to search before the roll. That way they can still make the attempt, but set a minimum DC they can achieve.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7098279, member: 6775477"] It's the mentality of size=time and stuff to be searched=difficulty. Technically a small, heavily filled room would take longer to search than a larger room with little in it. Even with my method, I don't require time to search an empty room, since a passive search would instantly show there isn't anything (unless they search for secret doors or traps). As for counting squares/hexes for rooms, you can quickly do this when designing the dungeon (or estimate if you wish), and simply add it into the room notes. Part of the advantage to having the time being based on the size is it gives consistency to the players. Some adventures are time based, and having an idea on how long it will take to search a room helps determine actions. If they roll badly, it can eat up time they don't really want, because their characters would have given up before the time required. If you still like time based DCs, simply let the players know the average time (middle DC), and have them decide how long they are willing to search before the roll. That way they can still make the attempt, but set a minimum DC they can achieve. [/QUOTE]
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Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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