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D&D Older Editions, OSR, & D&D Variants
Let's Read the AD&D 2nd Edition PHB+DMG!
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<blockquote data-quote="Iosue" data-source="post: 9175634" data-attributes="member: 6680772"><p>2nd Edition technically has a turn, defined as 10 one-minute rounds, but its only use is in spell casting times and durations. In Moldvay, for example, everything outside of encounters revolves around the turn. Your base movement is how far you can move in a turn of exploration. A search of a room takes 1 turn. Wandering Monsters are rolled every 2 turns. You have to rest 1 turn every 6 turns. Torches burn for 6 turns. This breaks the exploration into manageable chunks. Every turn, the DM takes stock, rolls Wandering Monsters if needed, marks off time left on light sources, and how long before the party needs to rest.</p><p></p><p>In 2nd Edition, there are no turn-based exploration movement rates. You could do it, but since a character with a movement rate of 6 can move 600 feet in one turn of 10 minutes, there's really no point. 2nd Edition is written to use the 1 minute rounds, instead. Light source burning times, for instance, are given in minutes and hours. Random Encounter checks are made once "every hour" (and a 1-in-10 chance, to boot!), or otherwise as the DM determines. Searching a 20' section of wall for secret doors takes "10 minutes." Parties never need to rest.</p><p></p><p>Basically, 2nd Edition attempted to consolidate all units into standard time and distance units. "Round" is kept because of its use in combat. I assume the use of rounds and turns for spell casting times and durations was maintain continuity with the previous edition.</p><p></p><p>I should also retract this:</p><p></p><p>Turns out, the section on movement in the PHB does note that a PC's movement rate is 1" = 10' per 10 minute turn in a dungeon. And other exploration actions (listening at a door, searching a room, etc.) are given in rounds and turns in the description of the sample dungeon in the DMG. So technically it was 2nd Edition that removed the turn-based procedures for exploration, in favor of a more freeform style using natural units. (That said, the fact that this stuff was relegated to a sample dungeon in the Campaign chapter, rather than given pride of place in the Adventure chapter indicates to me that 2nd Edition was merely completing a process begun in 1st Edition.)</p></blockquote><p></p>
[QUOTE="Iosue, post: 9175634, member: 6680772"] 2nd Edition technically has a turn, defined as 10 one-minute rounds, but its only use is in spell casting times and durations. In Moldvay, for example, everything outside of encounters revolves around the turn. Your base movement is how far you can move in a turn of exploration. A search of a room takes 1 turn. Wandering Monsters are rolled every 2 turns. You have to rest 1 turn every 6 turns. Torches burn for 6 turns. This breaks the exploration into manageable chunks. Every turn, the DM takes stock, rolls Wandering Monsters if needed, marks off time left on light sources, and how long before the party needs to rest. In 2nd Edition, there are no turn-based exploration movement rates. You could do it, but since a character with a movement rate of 6 can move 600 feet in one turn of 10 minutes, there's really no point. 2nd Edition is written to use the 1 minute rounds, instead. Light source burning times, for instance, are given in minutes and hours. Random Encounter checks are made once "every hour" (and a 1-in-10 chance, to boot!), or otherwise as the DM determines. Searching a 20' section of wall for secret doors takes "10 minutes." Parties never need to rest. Basically, 2nd Edition attempted to consolidate all units into standard time and distance units. "Round" is kept because of its use in combat. I assume the use of rounds and turns for spell casting times and durations was maintain continuity with the previous edition. I should also retract this: Turns out, the section on movement in the PHB does note that a PC's movement rate is 1" = 10' per 10 minute turn in a dungeon. And other exploration actions (listening at a door, searching a room, etc.) are given in rounds and turns in the description of the sample dungeon in the DMG. So technically it was 2nd Edition that removed the turn-based procedures for exploration, in favor of a more freeform style using natural units. (That said, the fact that this stuff was relegated to a sample dungeon in the Campaign chapter, rather than given pride of place in the Adventure chapter indicates to me that 2nd Edition was merely completing a process begun in 1st Edition.) [/QUOTE]
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Let's Read the AD&D 2nd Edition PHB+DMG!
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