Henry said:Spell cast by a 10th level caster that's 1 minute per level: that's 100 rounds of combat. If monsters in a dungeon complex you're attacking is repelling your attacks in waves, that's 100 rounds of combat.
At 10 seconds per round, that's now 60 rounds - 40% less usage, overall!
Admittedly, it won't matter in most scenarios, where most people cast bull's strength, etc. once per combat, but when you run at 6 rounds a minute, reinforcements arriving in waves become even more plausible; sounds of battle in a complex, the reinforcements come running... they'll arrive in a minute's or two minutes' time, no?
Further, the distance you can move is altered, to 60 ft. in 10 seconds' time. However, this corresponds EXACTLY to the old AD&D movement system of 120 yards in one minutes' time.
Again, not problem-free, but the problems are minor ones. Note Castles and Crusades is already on a 10-second round scheme, with one "turn" equalling a minute, or 6 rounds.
Fine, instead of 1 minute/level, go back to 10 rounds/level.