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General Tabletop Discussion
*Pathfinder & Starfinder
Turns and Rounds - relooking at exploration
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<blockquote data-quote="howandwhy99" data-source="post: 5875379" data-attributes="member: 3192"><p>We can rely on natural reference and no game needs to adopt the term Turn. Why it is part of the D&D lexicon however is that it allowed an easy reference for actions taking longer than a few minutes and shorter than an hour. </p><p></p><p>Turns filled a blank space for dungeon scale time exploration. Longer stuff, sure, we have no problem with days, weeks, months, years, decades, etc. It all breaks up into <u>Small Numbers</u>, which is the concern here. Hours break up into 60 minutes.</p><p></p><p>If a DM were to assiduously track all actions by time behind the screen (which I do and the old DMG emphasized heavily to do too), then Turns helps that DM for simple, easy tracking. The players don't need to refer to Turns. They need only say what they are doing and perhaps for how long. </p><p></p><p>If we're not tracking time in combat, we don't need rounds. If we're not tracking time outside of tactical-level encounters, we don't really need any of the other terms for time either.</p><p></p><p>All this stuff can be per game, but I expect exploration in 5E will have the option for focusing on out-of-encounter resource management play for those who want it.</p><p></p><p>Like a lot of stuff in games, if it's not making your life easier as a DM, you can just ignore it, don't use it, or whatever.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5875379, member: 3192"] We can rely on natural reference and no game needs to adopt the term Turn. Why it is part of the D&D lexicon however is that it allowed an easy reference for actions taking longer than a few minutes and shorter than an hour. Turns filled a blank space for dungeon scale time exploration. Longer stuff, sure, we have no problem with days, weeks, months, years, decades, etc. It all breaks up into [U]Small Numbers[/U], which is the concern here. Hours break up into 60 minutes. If a DM were to assiduously track all actions by time behind the screen (which I do and the old DMG emphasized heavily to do too), then Turns helps that DM for simple, easy tracking. The players don't need to refer to Turns. They need only say what they are doing and perhaps for how long. If we're not tracking time in combat, we don't need rounds. If we're not tracking time outside of tactical-level encounters, we don't really need any of the other terms for time either. All this stuff can be per game, but I expect exploration in 5E will have the option for focusing on out-of-encounter resource management play for those who want it. Like a lot of stuff in games, if it's not making your life easier as a DM, you can just ignore it, don't use it, or whatever. [/QUOTE]
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Turns and Rounds - relooking at exploration
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