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General Tabletop Discussion
*Dungeons & Dragons
B/X styled Dungeon Turn rules from the playtest are still in 5e but scattered.
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<blockquote data-quote="Asisreo" data-source="post: 8570243" data-attributes="member: 7019027"><p>I use the rules and they work well. They kinda work best when they're all being used as sometimes it would seem pointless to do one thing simply because the only thing it affects is something you removed. The fact they don't directly reference them can make it hard for DMs to remove the batches that need to be removed rather than individually remove stuff and realize there is some useless leftovers. </p><p></p><p>For example, the rules for travel pace has little consequence if minute-by-minute consequences don't exist. So if you're tracking dungeon squares, your players might just see it as needless tracking. They'd be correct in a way. </p><p></p><p>Minute-by-minute consequences would be tracking spell durations, moving NPCs at their appropriate pace, performing small skill checks, and holding their breaths. </p><p></p><p>If the players are caught in a poison gas trap and want to hold their breath down the end of the hall, they have a generous 400ft+400xcon-ft to get out before they start suffocating. Of course, having difficult terrain would halve that. </p><p></p><p>But it isn't really necessary to always keep track of travel pace, so most don't.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8570243, member: 7019027"] I use the rules and they work well. They kinda work best when they're all being used as sometimes it would seem pointless to do one thing simply because the only thing it affects is something you removed. The fact they don't directly reference them can make it hard for DMs to remove the batches that need to be removed rather than individually remove stuff and realize there is some useless leftovers. For example, the rules for travel pace has little consequence if minute-by-minute consequences don't exist. So if you're tracking dungeon squares, your players might just see it as needless tracking. They'd be correct in a way. Minute-by-minute consequences would be tracking spell durations, moving NPCs at their appropriate pace, performing small skill checks, and holding their breaths. If the players are caught in a poison gas trap and want to hold their breath down the end of the hall, they have a generous 400ft+400xcon-ft to get out before they start suffocating. Of course, having difficult terrain would halve that. But it isn't really necessary to always keep track of travel pace, so most don't. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
B/X styled Dungeon Turn rules from the playtest are still in 5e but scattered.
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