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General Tabletop Discussion
*Dungeons & Dragons
Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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<blockquote data-quote="MNblockhead" data-source="post: 7099963" data-attributes="member: 6796661"><p>I guess I was unclear. I did make my posts far too late in the night. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>I'm not saying size=time. Actually that's what square counting does. Instead, I make a judgement call based on all the environmental factors what the DC should be. It is no different than nearly in assignment of DC in 5e. 5e leaves much of this to DM discretion. There are not detailed mechanics to determine what the DC should be for scaling a cliff. The DM has a general guideline and assignes a rating based on the steepness, whether there are plenty of spots to grab hold off, is it wet and slick, are there lots of hornet nests or bee hives, how windy it is, and other factors.</p><p></p><p>In terms of preparation, I like DC because I don't have to determine the search DC for every room. I only need to come up with the DC as needed, and can easily do so on the fly during play. I find it harder to do so if I have to count / estimate squares.</p><p></p><p></p><p></p><p>Fair enough. I do the same.</p><p></p><p></p><p></p><p>But with DC assignments, I can do on the fly, during play, and only when I need it. I already spend enough time on game prep. I prefer to spend it on story, NPCs and fun stuff. On the other hand, I realize i'm make a bigger deal out of this than it warrants. We do often include room dimensions in the descriptions and often have to count squares to answer player questions about a space. But anything to make my life easier as a DM is appreciated, and the DC approach seems to make my life easier than counting squares. Your mileage obviously varies. That's fine. I think both work under the RAW.</p><p></p><p></p><p></p><p>That's true. Especially if the players can see the map. If they have a map and are planing a prison break or something, I might use the square-counting mechanics for that session so that they can calculate time needed, etc. On the other hand, I could just give them DC numbers for each room based on what they know about it. I agree that giving the players an average time is a good idea.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7099963, member: 6796661"] I guess I was unclear. I did make my posts far too late in the night. :-) I'm not saying size=time. Actually that's what square counting does. Instead, I make a judgement call based on all the environmental factors what the DC should be. It is no different than nearly in assignment of DC in 5e. 5e leaves much of this to DM discretion. There are not detailed mechanics to determine what the DC should be for scaling a cliff. The DM has a general guideline and assignes a rating based on the steepness, whether there are plenty of spots to grab hold off, is it wet and slick, are there lots of hornet nests or bee hives, how windy it is, and other factors. In terms of preparation, I like DC because I don't have to determine the search DC for every room. I only need to come up with the DC as needed, and can easily do so on the fly during play. I find it harder to do so if I have to count / estimate squares. Fair enough. I do the same. But with DC assignments, I can do on the fly, during play, and only when I need it. I already spend enough time on game prep. I prefer to spend it on story, NPCs and fun stuff. On the other hand, I realize i'm make a bigger deal out of this than it warrants. We do often include room dimensions in the descriptions and often have to count squares to answer player questions about a space. But anything to make my life easier as a DM is appreciated, and the DC approach seems to make my life easier than counting squares. Your mileage obviously varies. That's fine. I think both work under the RAW. That's true. Especially if the players can see the map. If they have a map and are planing a prison break or something, I might use the square-counting mechanics for that session so that they can calculate time needed, etc. On the other hand, I could just give them DC numbers for each room based on what they know about it. I agree that giving the players an average time is a good idea. [/QUOTE]
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Need last-minute advice on tracking time in non-combat when characters are running against the clock...
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