Do you miss the Turn?

Do you wish the Turn was still part of 3E D&D?

  • Yes

    Votes: 32 18.4%
  • No

    Votes: 133 76.4%
  • Other (please describe)

    Votes: 9 5.2%


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TheAuldGrump said:
You never stated 'Basic D&D', you only stated 3ed. D&D as not having turns. 1st ed. AD&D did in fact have 1 minute melee rounds, and so I am fairly sure did the first version of basic D&D, which was the only one I played. So nul argument - define your terms.

What I was replying to was to your assertion that "Do you also miss 1 minute melee rounds that were also integral to the whole idea of 'a turn is 10 rounds'?"

The number of rounds in a Turn has nothing to do with the argument.

Cheers!
 

johnsemlak said:
I think you may have proven spatula's point.

I guess some poeple just thought the older system was easier to use.

What was the older system?

-Bob
too lazy to go digging for 1e books
 

MerricB said:
What I was replying to was to your assertion that "Do you also miss 1 minute melee rounds that were also integral to the whole idea of 'a turn is 10 rounds'?"

The number of rounds in a Turn has nothing to do with the argument.

Cheers!

MerricB said:
A combat lasted one Turn - any time not spent fighting was spent resting.

You were saying? Resting for the remainder of the 10 minutes makes sense if the battle lasted 5 minutes, not if it lasted less than 1. Yes, they are indeed integral to the silly1 minute rounds. And if the combat lasted for ten minutes (!) then the thing went on for twenty minutes instead.

The Auld Grump
 


And of course after all that argument I can now admit that what I tend to do is say 'you rest a few minutes after combat', and take no precise measurement of time unless it is important to the scenario. Time takes place mostly on the map, while the party is toing and froing. The exception is conversation, which takes as long as it takes - much to the consternation of some of my longer winded players. :p (One of them went on a one hour diatribe, then was surprised that the bad guys had left to fulfill their scheme... The party ended up in quite a rush over that.)

The Auld Grump
 

TheAuldGrump said:
And of course after all that argument I can now admit that what I tend to do is say 'you rest a few minutes after combat', and take no precise measurement of time unless it is important to the scenario. Time takes place mostly on the map, while the party is toing and froing. The exception is conversation, which takes as long as it takes - much to the consternation of some of my longer winded players. :p (One of them went on a one hour diatribe, then was surprised that the bad guys had left to fulfill their scheme... The party ended up in quite a rush over that.)

The Auld Grump

LOL! :D

Because of the 1 minute/level and 10 minutes/level (and, indeed, 1 hour/level) spells, I do think it's important to be consistent about keeping track of time. Not necessarily "accurate" (in the realistic sense), but so PCs know in advance that if they do these actions that their spells will expire that much quicker.

One thing that makes the Turn convenient (and by that, I mean keeping track of things in 10 minute intervals rather than 1 minute intervals) is that you don't have to count as many of them as minutes!

When I track things in Turns, I use the 'scoring' notation - you know, five lines with a sixth line slashing through them on an angle to make the hour. (Does anyone have a better term for it?)

With minutes, that's 10 times as many notations. Hmm.

Cheers!
 

Yeah, but because I tend not to have 'enormous, sprawling, underground labrynths of evile (tm)' the spells either last long enough or run out before the next encounter, and again this is something that can be handled on the map. I just assume walking speed and figure out how far they can get before the spell goes bye bye, counting squares or inches rather than rounds. *Shrug* It works. And most places can be covered within a few minute.

The biggest fight I have had recently took place at a carnival when the cry 'Hey, Rube!' went up, and the clem began. No big flashy spells, but a fair number of buffs. (Which was what started the barney, the wizard casting Bull's Strength on the fighter before a strength challenge.)

The Auld Grump
 

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