D&D General The nitty gritty

Check those nitty gritty details you actively trackin play.

  • Ammunition

    Votes: 32 39.5%
  • Rations

    Votes: 25 30.9%
  • Water

    Votes: 12 14.8%
  • Light sources

    Votes: 35 43.2%
  • Other equipment (rope etc)

    Votes: 45 55.6%
  • Spell components

    Votes: 27 33.3%
  • Time

    Votes: 60 74.1%
  • Rest

    Votes: 65 80.2%
  • Encumbrance

    Votes: 29 35.8%

What do you find difficult about it? Then we can tell you how we do that. :)
Unless you have a system like some of the older d&d editions where it took ten minutes to "I search the room" ten minutes to "I search the chest he found for traps" & ten minutes for "I open the chest he found", it can be incredibly difficult to track because some things will take more & others less by a significant degree that players will find hard to predict
 

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Wow! 42 people voted for "time".

I've always found that difficult to do. How do you do it?
One quick-fix is to always keep telling the players what time of day it is in the game-world; because that keeps it front-and-centre in your mind as well.

So, for example, if at about 1:30 p.m. they started doing something that you estimate would reasonably take about half an hour e.g. an in-depth but ultimately fruitless search of a cluttered room, your next narration would go something like "OK, it's now about 2 in the afternoon and your search has found nothing. What are you doing next?"
 

What do you find difficult about it? Then we can tell you how we do that. :)
Well, like a torch burns for 1 hour. I usually just say, "Hey, it's been awhile so your torch is getting low. You better light another one." Then someone at the table will do the math real quickly and point out that our last six encounters only netted about 12 and a half minutes.

Or, something like fog cloud where you can concentrate on it for an hour.
 

As a DM, I leave it to my players to track the specifics. I trust them to take care of what needs to be done, and don't worry overly much if they fudge tracking ammo and the like. I do require them to have previously purchased expensive spell components and track their rest resources, however.

As a player, I'm anal retentive about everything. Not only do I track the stuff listed above, but I also track where everything is. I even track container capacity, so I know how many pouches and sacks I need as well. As a player, I consider this a requirement to avoid cheating, even though I know this is not accepted as the common view.
 

Unless you have a system like some of the older d&d editions where it took ten minutes to "I search the room" ten minutes to "I search the chest he found for traps" & ten minutes for "I open the chest he found", it can be incredibly difficult to track because some things will take more & others less by a significant degree that players will find hard to predict
Yeah, I would like to purchase a supplement that explores this. One that Players and Dungeon Masters can use as a shared reference.
 

Unless you have a system like some of the older d&d editions where it took ten minutes to "I search the room" ten minutes to "I search the chest he found for traps" & ten minutes for "I open the chest he found", it can be incredibly difficult to track because some things will take more & others less by a significant degree that players will find hard to predict
Luckily the players don't have to predict it, the DM (me) does. ;)

Whether it is an established "system" like older editions, or me asking the player how long do they spend looking, or even a random die roll, it is all arbitrary really. I use general rules of thumb for many things like searching, movement, etc. As long as the time alloted is reasonable to everyone, the important part is tracking it.

I used to keep a tally sheet by hand, now I do it in Excel (but the same process) in minutes. 10 here, 3 there, an hour's rest, etc. accumulates and I announce when things happen accordingly. How granular I get depends on the activity and scene. In some cases, literally seconds will count... in others, minutes, or even hours are sufficient.

Well, like a torch burns for 1 hour. I usually just say, "Hey, it's been awhile so your torch is getting low. You better light another one." Then someone at the table will do the math real quickly and point out that our last six encounters only netted about 12 and a half minutes.
LOL I would ask them how they came to that time total then? If they sound right and you are happy with it, let them track time. :)

Otherwise, I often have found in the past when players do things like that there are often things they over look and/or under-estimate the time required to be reasonable to me (again, as DM, in particular).

AD&D, for example, have a very simple system when you consider encounters - 10 minutes (or a "turn"). After the rounds of battle, the excess time is binding wounds, catching breath, drinking some water, etc. Of course, rounds then were a minute long, not 6 seconds...

Movement, for example, is normal, quick (e.g. evading pursuit), or slow (ie. cautious). Given the "normal" speed 30 in 6 seconds, moving down a dungeon cooridor 60 feet long would not be just 12 seconds unless your PCs are just strolling like a day in the park! In most circumstances, PCs are exploring new terrain, perhaps keeping a simple map, etc. For each activity, I keep a mental tally of them all and multiple the time by that total.

For example:
The scout is 20-40 feet ahead of the point-man, who is 20-30 feet ahead of the party. The point-man's job is to keep an eye on BOTH groups, so has to keep pace to handle movement around a corner, or going up or down stairs, etc. Usually the scout has darkvision, so requires little or no light. The point-man might or might not have darkvision.

Each groups (scout, point-man, rest of party) moves and stops in coordination to be cautious, listening for sounds of enemies, looking for traps, etc. The tally racks up quickly, often resulting in the entire party moving only 5-15 feet (or less) per 6-second round.

Whenever an amount of distance is covered that is significant to the scene, I mark it off.

In outdoor settings the time frame adjusts, in towns or cities it adjusts, on horseback, or travelling with wagons, or whatever, it can change.

Yeah, I would like to purchase a supplement that explores this. One that Players and Dungeon Masters can use as a shared reference.
I would think there would be one out there someplace...
 

There is a long history of dealing with small details and minutiae even playing D&D, especially during the exploration mode of the game. I am curious which bits of the nitty gritty folks still regularly engage with.
Roll20 makes it easy to track everything automatically, even ammo (we use an API script to automatically deduct ammunition, and then automatically retrieve a fraction of those arrows after a battle, for example). We track everything except water, and only because one of the characters owns a decanter of endless water.
 

Wow! 42 people voted for "time".

I've always found that difficult to do. How do you do it?
Keeping track of time is easy, the key is making an attempt at being relatively accurate but not worrying about the fact that you're completely making things up so it's a ballpark estimate at best.

I also keep track of meals, where players will get Exhaustion penalties if they aren't eating at least one large meal or two smaller meals per day. But then if they describe what they're cooking (which is often harvested from previously killed monsters) then players get temporary HP similar to a buffed up version of the Chef feat except everyone can do it if they roll well with Cook's Utensils.
 

Keeping track of time is easy, the key is making an attempt at being relatively accurate but not worrying about the fact that you're completely making things up so it's a ballpark estimate at best.
IMO if you are going to track time, it should br accurate. Otherwise, why bother?
 


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