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<blockquote data-quote="Balesir" data-source="post: 6041569" data-attributes="member: 27160"><p>Good ideas in this post which I'll try to summarise/build on.</p><p></p><p>What the system might look like, then, is a "time tick" like the old "turn" that meshes with the encounter times - ~10 minutes works well since an encounter plus a short rest could be "one turn". Specifying "10 minutes" too exactly would, I think, be problematic and too picky - maybe say it's 5-15 minutes (2d6+3, if you really need an exact measure), with a mean of 10. That way, the rules don't get tied too suffocatingly to the players' imagined models of the "real world" but, in the round, 12 turns is still likely to be as close to 2 hours as makes no difference.</p><p></p><p>Next, define what can be done in a "turn". An essential feature would be an extensive equipment list to give "resources" that could be expended to achieve tasks; "Craft(material)" skills could then be used (with appropriate "designs"/"recipies", analogous to Rituals?) to create resources in suitable locations (e.g. making wooden items in a forest location).</p><p></p><p>Movement rules of some sort would be important, and "maintenance" resources (food, drink, rest, shelter) would also be required - and could be generated via Rituals or Skill applications.</p><p></p><p>Sounds like a fine module outline.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6041569, member: 27160"] Good ideas in this post which I'll try to summarise/build on. What the system might look like, then, is a "time tick" like the old "turn" that meshes with the encounter times - ~10 minutes works well since an encounter plus a short rest could be "one turn". Specifying "10 minutes" too exactly would, I think, be problematic and too picky - maybe say it's 5-15 minutes (2d6+3, if you really need an exact measure), with a mean of 10. That way, the rules don't get tied too suffocatingly to the players' imagined models of the "real world" but, in the round, 12 turns is still likely to be as close to 2 hours as makes no difference. Next, define what can be done in a "turn". An essential feature would be an extensive equipment list to give "resources" that could be expended to achieve tasks; "Craft(material)" skills could then be used (with appropriate "designs"/"recipies", analogous to Rituals?) to create resources in suitable locations (e.g. making wooden items in a forest location). Movement rules of some sort would be important, and "maintenance" resources (food, drink, rest, shelter) would also be required - and could be generated via Rituals or Skill applications. Sounds like a fine module outline. [/QUOTE]
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