Turns and Rounds - relooking at exploration

Nice thinking [MENTION=92511]steeldragons[/MENTION]. Here's how I like to do it, which doesn't require socialization to take so long. Plus it includes intraplayer planning.

Standard time units: (excluding stuff like Ranger's surprise and psionic combat)

Segments = fractions of a minute. 1-6, 1-10 or however Round initiative is broken up. I use 1d6 and rarely use segments for more unless the players want to.

Rounds = 1 minute. Combat and tactical actions are usually measured in rounds. Move & attack, double shoot, attempt to unlock a lock, cast a spell, etc.

Turns = 10 minutes. Most dungeon crawling is done in turns as is mass combat. A human's 12 squares = # of 10' squares moved (while mapping). Searching can be shrunk down by 10' cubes / # of searchers for a quick turn (or even round) count.

Hours = a simple measure for daily reference. "It's about 9 in the morning". Some spells may have hourly length. All timed duration spells are a bit tedious to track, but a die can be used to countdown a duration. Just stick these next to the hour die on a standard "die clock". (I go with with the # of when it ends, like 11 for 11 am)

Days (& more) = Normally a night and day cycle. This means recuperation, rest times, spell prep, etc., but could include stuff like sleep deprivation, fatigue, starvation too. Days are a pretty common measure for long term reference. So are weeks, months, years, etc. Each needs a definition relationship to the others (like 7 days in a week), but once determined tracking and balancing become easier.

Simultaneous Time = time passing in the game world at the same rate as we measure it out of game. This means having a stopwatch, wristwatch, or clock handy. This is best used for socialization (NPC negotiation) and intraparty diplomacy (i.e. planning, arguing, shooting the breeze, etc.) Like everything else, when we step out of this measure I add it to the die clock behind the screen.
 

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I don't see why "turns" -- blocks of 10 minutes -- are as important as just saying "in 30 minutes the ogres will investigate" or "the water is filling up at a rate of one foot every five minutes."

The real world somehow gets along without a special name for a block of ten minutes, why can't D&D?
A turn is like a square in 4e.
 


How is a turn like a square?

Is the game set up to only allow increments of 10 minutes? In D&D 4e (and 3e), you can't move 17 1/2 feet or something like that.
In "exploration mode" yes. The operative unit is 10 minutes, so we give this amount of time a new name for a little bit of conceptual clarity and efficiency, same thing as the square.
 

In "exploration mode" yes. The operative unit is 10 minutes, so we give this amount of time a new name for a little bit of conceptual clarity and efficiency, same thing as the square.

But why is 10 minutes the unit of measurement for "exploration mode" (other than that's the way it was 30 years ago)?
 

COMBAT
Round = 1 minute
1 Round = 3 MELEE Rounds
1 Melee Round = 20 seconds
(Spellcasting times would be described in MRs if they- or your game- bring back casting times. 1MR per spell level would seem to suffice. Any unused MRs in the Combat Round can be used for movement or whatever else, but a caster may not cast a spell in the MR immediately following the casting. i.e. in theory, a mage could cast 2 1st level spells in a single Combat Round on the 1st and 3rd MRs. Obviously, casting a 2nd or higher level spell does not allow enough time to cast again until the following Round...
I find your ideas interesting, Steeldragons. Not sure about the names. Perhaps "round" and "action"? Three actions to a round sounds about right. This could cause for some interesting combat if things are split up like that; maybe you only get a standard, a move, and a minor per "round", but you split the actions by initiative order. I have a feeling this would slow down combat, but it would be an interesting tactical change.

Of course, we probably won't see so drastic a change. And I don't know how it would play, either.
 

But why is 10 minutes the unit of measurement for "exploration mode" (other than that's the way it was 30 years ago)?

10 minutes is long enough to do the general action one do when exploring a place (move between places, search a room, take a quick look at a book/chest/weapon rack) and allow you to hand wave basic interaction between characters while being short enough to give you six distinct "actions" per character in an hour.

15 minute turns will give you only four "actions" while 5 minute turns will be too short and there is no need for 12 "actions" per hour during exploration, if you need to go to that resolution you can switch to rounds.

30 minute turns are too long, especially during dungeon exploration (or any other classic advantirung location) the breadth of things that can happen is just too big in 30 minute turns which make them unpractical as a length for turns.

The more I think of it the more I'm convinced that 1 minute round, 10 minute turns and an hour are the best method to go on.

Rounds are mostly used for combats, turns for action themed exploration and hours for moving around towns or during outdoor movement.

If, for example, you characters want to head north, you can just take out the hex/grid map of the region and start moving the characters across it, their rate of movement should be a base of one hex per hour (hph) modified by the terrain, weather and everything else, you could make random encounter checks once a day or every three hours or what ever suit your advantures.

The goal is to give the DM a skeleton on wich to build his advantures and to track things in the game, it somthing that can be (and probably will be) ignored by DMs and groups when it doesn't suit them but should be there when they do need it.

Warder
 


But why is 10 minutes the unit of measurement for "exploration mode" (other than that's the way it was 30 years ago)?

Isn't it obvious?...because you think it should be 15...or 5...or 20...so we have to thwart your perceptions....cuz that's what we did 30 years ago.
 

But why is 10 minutes the unit of measurement for "exploration mode" (other than that's the way it was 30 years ago)?
Because Hours & Days are already in there. & 1d6 Turns fits on a normal die.

1d10 would be cool too, but I think that 6 minute turns don't lend towards easy math when working downwards.

1d12 5 minute Turns might work, especially with Rounds that are much smaller than 1 minute. But do we really want to give that much credit to the d12?

As always, finer granularity has more to it, but is more tedious to track. OTOH skipping from Rounds to Hours is probably a PITA for most DMs too.
 
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