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General Tabletop Discussion
*Pathfinder & Starfinder
Combat and Non-Combat rounds?
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<blockquote data-quote="Murrdox" data-source="post: 822395" data-attributes="member: 10131"><p>A spell that last 6 rounds lasts 36 seconds.</p><p></p><p>Non-combat rounds are the same things as combat rounds. Sometimes, when characters are in a rush, rolling initiative and keeping track of rounds can be very important.</p><p></p><p>For example, if your players were stuck in a room, and suddenly the ceiling began decending upon them, and you told them it would be about a minute, until they were crushed, you'd roll initiative and keep track of time in rounds, as the characters scrambled to find a way out of the trap. They'd have 10 rounds to escape.</p><p></p><p>Sometimes if the party knows they're going to run into trouble, they may cast spells that only last a certain number of rounds before entering combat. In this case, you should keep track of how many rounds they use up before initiative is rolled.</p><p></p><p>For example, A wizard thinks there are guards on a level of the tower above him... and he wants to be prepared for them, so he casts Haste on himself - which will last for 5 rounds.</p><p></p><p>His first round is spent climbing to the top of the ladder to the next level of the tower (we'll say it's a long ladder, it uses his partial action and his full move). Then his next round would be to open the door of the room he was in, walk down the hall, and open the door to the guard room. After opening the door on the end of the second round, he'd see the guards, and combat would start. He's lost 2 rounds of his Haste.</p></blockquote><p></p>
[QUOTE="Murrdox, post: 822395, member: 10131"] A spell that last 6 rounds lasts 36 seconds. Non-combat rounds are the same things as combat rounds. Sometimes, when characters are in a rush, rolling initiative and keeping track of rounds can be very important. For example, if your players were stuck in a room, and suddenly the ceiling began decending upon them, and you told them it would be about a minute, until they were crushed, you'd roll initiative and keep track of time in rounds, as the characters scrambled to find a way out of the trap. They'd have 10 rounds to escape. Sometimes if the party knows they're going to run into trouble, they may cast spells that only last a certain number of rounds before entering combat. In this case, you should keep track of how many rounds they use up before initiative is rolled. For example, A wizard thinks there are guards on a level of the tower above him... and he wants to be prepared for them, so he casts Haste on himself - which will last for 5 rounds. His first round is spent climbing to the top of the ladder to the next level of the tower (we'll say it's a long ladder, it uses his partial action and his full move). Then his next round would be to open the door of the room he was in, walk down the hall, and open the door to the guard room. After opening the door on the end of the second round, he'd see the guards, and combat would start. He's lost 2 rounds of his Haste. [/QUOTE]
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Combat and Non-Combat rounds?
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