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The Passage of Time
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<blockquote data-quote="Hjorimir" data-source="post: 1844914" data-attributes="member: 5745"><p>The rules I use for this kind of thing is as follows (this is pretty much a cut and paste from a document I wrote for my campaign):</p><p></p><p><strong><span style="color: red">The Campaign Turn</span></strong></p><p>Going forward, I will be introducing the concept of Campaign Turns (CT) to my game. One CT represents a season of the year and will focus on the events surrounding a particular story-arc or group of linked adventures. During those active days of adventure, calendar time will be tracked as normal. Once completed, I will end the turn (though I will allow for some role-playing time as all of you decide on the next course of action). If the story-arc seems uncommonly short for a given CT, I may allow for other side adventures. Likewise, if a story-arc seems to be running long it may take more than a single CT to complete. This may or may not include transition time based on events.</p><p></p><p><strong>Transition Time</strong></p><p>Between turns, each character will receive 40 Transition Points (TP) to spend during the transition between CTs. </p><p></p><p><strong>Creation</strong></p><p>After speaking with various players and considering what I’d like to spend our time on while playing. It isn’t fun for the wizard to be excluded from general play as they try to work on spell creation or crafting. Other than when concerning Scrolls or Potions, I am moving all creation and research to the transition time. However, I have included Potion and Scroll creation. This should free up actual game time for more role-playing and adventure.</p><p></p><p> <span style="font-family: 'small'"><strong>Activity: Cost*</strong></span></p><p><span style="font-family: 'small'"> Spell Research*: 1 tp per spell level</span></p><p><span style="font-family: 'small'"> Craft Staff or Wand**: 1 tp per 2,500 sp</span></p><p><span style="font-family: 'small'"> Brew Potion or Scribe Scroll: 1 tp each</span></p><p><span style="font-family: 'small'"></span></p><p><span style="font-family: 'small'"> * The normal monetary cost and experience loss are still applied</span></p><p><span style="font-family: 'small'"> ** Incomplete work will be levied against continued efforts during the next transition period</span></p><p></p><p><strong>Experience</strong></p><p>I will tally the experience earned during the previous CT (including any lost from recent item creation) and determine which, if any, characters have earned a new level. For easy reference, I have included my experience award modifiers here. I expect that characters will not level during every transition. This also supports a fundamental desire of mine: to have characters age as the level. Though it doesn’t have a tp cost, it is assumed that characters spend some time training.</p><p></p><p> 1st - 5th: 100% experience</p><p> 6th - 10th: 75% experience</p><p> 11th - 15th: 50% experience</p><p> 16th+: 25% experience</p><p></p><p><strong>Journey</strong></p><p>Characters can journey to other areas of the world and back. This is to allow for characters who want to visit family members back home or visit other places for various reasons. Cost is 1 point per 100 miles distance. Assuming that each character will want to return, it will cost 2 points per 100 miles roundtrip. I may rule, in some instances, that the journey is not possible during transition. Characters that have access to fast modes of travel (i.e. druids who wild shape into a bird, or spells such as phantom steed or wind walk) pay one-third the cost (rounded-up). Characters with access to teleportation pay nothing.</p><p></p><p><strong>Investigate</strong></p><p>Characters can investigate specific topics with the use of their Knowledge skills. Once the topic is chosen, I will determine the appropriate DC. I will assume the character takes 10 if that result would be sufficient, otherwise the player will need to roll a d20 to determine success. The following can add bonuses to the investigation and all modifiers stack. Please note that there a character cannot retry a Knowledge skill test normally, though access to a new library or sage may warrant an additional attempt. Otherwise, the character will need to increase the number of ranks he or she has in the appropriate skill before further investigation can take place.</p><p></p><p> Time and effort: +2 per 10 TPs</p><p> Access to appropriate library or sage*: +2 or more</p><p></p><p> *May require a Journey (see above)</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1844914, member: 5745"] The rules I use for this kind of thing is as follows (this is pretty much a cut and paste from a document I wrote for my campaign): [b][color=red]The Campaign Turn[/color][/b] Going forward, I will be introducing the concept of Campaign Turns (CT) to my game. One CT represents a season of the year and will focus on the events surrounding a particular story-arc or group of linked adventures. During those active days of adventure, calendar time will be tracked as normal. Once completed, I will end the turn (though I will allow for some role-playing time as all of you decide on the next course of action). If the story-arc seems uncommonly short for a given CT, I may allow for other side adventures. Likewise, if a story-arc seems to be running long it may take more than a single CT to complete. This may or may not include transition time based on events. [b]Transition Time[/b] Between turns, each character will receive 40 Transition Points (TP) to spend during the transition between CTs. [b]Creation[/b] After speaking with various players and considering what I’d like to spend our time on while playing. It isn’t fun for the wizard to be excluded from general play as they try to work on spell creation or crafting. Other than when concerning Scrolls or Potions, I am moving all creation and research to the transition time. However, I have included Potion and Scroll creation. This should free up actual game time for more role-playing and adventure. [font=small][b]Activity: Cost*[/b] Spell Research*: 1 tp per spell level Craft Staff or Wand**: 1 tp per 2,500 sp Brew Potion or Scribe Scroll: 1 tp each * The normal monetary cost and experience loss are still applied ** Incomplete work will be levied against continued efforts during the next transition period[/font] [b]Experience[/b] I will tally the experience earned during the previous CT (including any lost from recent item creation) and determine which, if any, characters have earned a new level. For easy reference, I have included my experience award modifiers here. I expect that characters will not level during every transition. This also supports a fundamental desire of mine: to have characters age as the level. Though it doesn’t have a tp cost, it is assumed that characters spend some time training. 1st - 5th: 100% experience 6th - 10th: 75% experience 11th - 15th: 50% experience 16th+: 25% experience [b]Journey[/b] Characters can journey to other areas of the world and back. This is to allow for characters who want to visit family members back home or visit other places for various reasons. Cost is 1 point per 100 miles distance. Assuming that each character will want to return, it will cost 2 points per 100 miles roundtrip. I may rule, in some instances, that the journey is not possible during transition. Characters that have access to fast modes of travel (i.e. druids who wild shape into a bird, or spells such as phantom steed or wind walk) pay one-third the cost (rounded-up). Characters with access to teleportation pay nothing. [b]Investigate[/b] Characters can investigate specific topics with the use of their Knowledge skills. Once the topic is chosen, I will determine the appropriate DC. I will assume the character takes 10 if that result would be sufficient, otherwise the player will need to roll a d20 to determine success. The following can add bonuses to the investigation and all modifiers stack. Please note that there a character cannot retry a Knowledge skill test normally, though access to a new library or sage may warrant an additional attempt. Otherwise, the character will need to increase the number of ranks he or she has in the appropriate skill before further investigation can take place. Time and effort: +2 per 10 TPs Access to appropriate library or sage*: +2 or more *May require a Journey (see above) [/QUOTE]
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