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This Almost Never Happens (A Light/Vision Thread)
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<blockquote data-quote="iserith" data-source="post: 8816556" data-attributes="member: 97077"><p>I tied it to 10 minutes not for legacy purposes but because it fits pretty neatly within certain things like spell durations or ritual casting times. As well, 6 "rounds" per hour is a little easier to manage in my view than, say, 60 if I tied it to 1 minute increments. If I am using a rule of 8 hours of travel/adventuring per day before forced march rolls start happening, it means each adventuring day has 48 of these increments which end up being a resource like hit points or hit dice for the players to manage. You get 48 "rounds" of things you can do minus travel time, use it wisely!</p></blockquote><p></p>
[QUOTE="iserith, post: 8816556, member: 97077"] I tied it to 10 minutes not for legacy purposes but because it fits pretty neatly within certain things like spell durations or ritual casting times. As well, 6 "rounds" per hour is a little easier to manage in my view than, say, 60 if I tied it to 1 minute increments. If I am using a rule of 8 hours of travel/adventuring per day before forced march rolls start happening, it means each adventuring day has 48 of these increments which end up being a resource like hit points or hit dice for the players to manage. You get 48 "rounds" of things you can do minus travel time, use it wisely! [/QUOTE]
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This Almost Never Happens (A Light/Vision Thread)
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