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General Tabletop Discussion
*Pathfinder & Starfinder
Turns and Rounds - relooking at exploration
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<blockquote data-quote="Blackwarder" data-source="post: 5873002" data-attributes="member: 6688285"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Rounds are mostly used for combats, turns for action themed exploration and hours for moving around towns or during outdoor movement.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Warder</p></blockquote><p></p>
[QUOTE="Blackwarder, post: 5873002, member: 6688285"] 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 [/QUOTE]
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Turns and Rounds - relooking at exploration
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