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Post by Xxsuperheroxx on Feb 23, 2023 14:34:34 GMT -6
Time in the Dungeon
Keeping track of time in the dungeon (or on any other type of adventure) is sometimes difficult, but it is at least as important as the accurate recording of time in the campaign. As has been mentioned elsewhere, the standard time breakdown is ten one-minute rounds to the turn, and six turns to an hour. All referees should keep a side record of time on a separate sheet of paper, marking off the turns as they pass (melees or other actions which result in fractional turns should be rounded up to make complete turns). It is essential that an accurate time record be kept so that the DM can determine when to check for wandering monsters, and in order to keep a strict check on the duration of some spells (such as bless, haste, strength, etc.) The DM must also know how long it has been since the last time the party took a rest. A party should be required to rest at least one turn in six (remember, the average party packs a lot of equipment), and in addition, they should rest a turn after every time they engage in combat or any other strenuous activities.
On occasion, a party may wish to cease movement and "hold up" for a long period, perhaps overnight, resting and recuperating or recovering spells. This does not exempt them from occasional checks for wandering monsters, though the frequency may be moderated somewhat, depending on conditions. Too-frequent interruptions may make spell recovery impossible. Keeping correct records of duration of these periods is absolutely essential.
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