howandwhy99
Adventurer
Once I combine AD&D and Moldvay, I come to this form of keeping track of time, which I intend to use.
For these examples, I'm assuming that the speed of the party is 6"
* "Exploring" actions take place on the turn scale (1 turn=10 minutes). When you search a room, it takes a turn. When you engage in combat, it takes 1 turn. (Admittedly AD&D has 1 minute rounds compared to the shorter rounds of Basic, but I hope most combats don't go above 10 rounds...)
* Movement rate when mapping is 60 feet per turn.
* Movement rate when not mapping is 60 feet per round - or 600 feet per turn.
* Standard Wandering Monsters will be encountered 1 in 6, once per two turns.
Time is a major resource in my games too. Your action cost is quite like mine, but mapping isn't quite so costly. I use d6 initiative, 1 minute rounds and standard turns, hours, days, etc. An old, but once common method I stumbled upon for tracking actions is using dice as clocks behind the screen.
d6 Segments (my own rules here), d10 rounds, d6 turns, d12 hours (or d24 if I had one). Then a calendar for the rest.




When walking around the table I put my hands behind my back to keep track of different counts, kind of like a volleyball player signaling another player. Left hand is the round count, right hand is the bonus or penalty on the roll. DCs I can typically remember because I know my own system.
Also, mapping by players should be beneficial, if maps matter in your game. But it doesn't have to be onerous. Even a simple line map not on grid paper can work in most cases.