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<blockquote data-quote="Shiroiken" data-source="post: 8402577" data-attributes="member: 6775477"><p>Personally, I've tried to adapt a mix of OD&D and 5E. Time management depends on the scenario: traveling, site exploration (including city adventuring), and "dungeons." Random encounters generally occur on the primary time span, occurring during one of the broken down segments. Combat obviously remains in rounds, regardless of the area.</p><p></p><p>Traveling is pretty straightforward, following the rules of 5E. Encounters and events will occur at Dawn, Morning, Noon, Afternoon, Evening, and Night. This times are fairly loose, averaging about 4 hours each. Most adventure time will take place during Morning, Noon, and Afternoon. Unless otherwise noted, regularly cast 8 hour spells will be cast mid-morning, lasting until Mid-Afternoon, giving a 50% chance they're up during the beginning and ending.</p><p></p><p>Site exploration is when the party is in a large, open site. This includes most wilderness and city site adventuring. Time is measured in hours, and can be broken down into 10 minute exploration turns as needed. Effects of 10 minute duration are unlikely to be used longer than 1 scene. I've added some exploration actions to be used with the normal travel activities.</p><p></p><p>Dungeons don't have to be specifically dungeons, but include any enclosed adventuring site. Time is marked in 10 minute exploration turns which can be broken down into minute activities as needed. I've added even more exploration actions to this, including some common activities like searching for traps/secret doors, listening at doors, opening locks, searching rooms (both casually and in detail), and investigating items of interest.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8402577, member: 6775477"] Personally, I've tried to adapt a mix of OD&D and 5E. Time management depends on the scenario: traveling, site exploration (including city adventuring), and "dungeons." Random encounters generally occur on the primary time span, occurring during one of the broken down segments. Combat obviously remains in rounds, regardless of the area. Traveling is pretty straightforward, following the rules of 5E. Encounters and events will occur at Dawn, Morning, Noon, Afternoon, Evening, and Night. This times are fairly loose, averaging about 4 hours each. Most adventure time will take place during Morning, Noon, and Afternoon. Unless otherwise noted, regularly cast 8 hour spells will be cast mid-morning, lasting until Mid-Afternoon, giving a 50% chance they're up during the beginning and ending. Site exploration is when the party is in a large, open site. This includes most wilderness and city site adventuring. Time is measured in hours, and can be broken down into 10 minute exploration turns as needed. Effects of 10 minute duration are unlikely to be used longer than 1 scene. I've added some exploration actions to be used with the normal travel activities. Dungeons don't have to be specifically dungeons, but include any enclosed adventuring site. Time is marked in 10 minute exploration turns which can be broken down into minute activities as needed. I've added even more exploration actions to this, including some common activities like searching for traps/secret doors, listening at doors, opening locks, searching rooms (both casually and in detail), and investigating items of interest. [/QUOTE]
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