Time
The simplest units of time measurement for time in the game are the same
ones we use in real life: Seconds, Minutes, Hours, Days.
In combat situations, and in some out-of-combat spellcasting situations, we
change from Seconds, Minutes, Hours and Days to segments, rounds and turns, or
“game time.”
At the DM’s discretion, a spell or effect with a game time limit may be
stretched out when out of combat, if the effect is not affecting game play. For
example, a mage could extend a faerie fire or cantrip spell without requiring
an additional casting while riding on a wagon or taking a gentle walk through a
forest, simply gathering the energies around himself to extend the spell. Such
effects are considered “out of game time” or non-combat timed, and if they have
no discernable effect on play, should be allowed.
The table below shows the in-combat or game time units and their real-world
equivalent:
Unit
|
In Rounds
|
Real-World Equivalent
|
Hour
|
60
|
Hour
|
Turn
|
10
|
10 minutes
|
Round
|
1
|
1 minute
|
Segment
|
1/10*
|
6 seconds, generally
|
*Initiative and most spellcasting is measured in
segments. An initiative of 2 goes on the second segment of a round in combat.
|
It is possible for a segment to “count” as more or less than 6 seconds. For
example, some items of speed or weapons force an attack at the beginning or end
of a round. These “outside of initiative” times are considered part of a round,
even though ten segments equals one round.
Distance
For the most part, distance is measured in real-world units, standard or
metric as the campaign allows. Yards are generally the standard measurement for
spells and ranges, although tens of yards (1989 Player’s Handbook) and fives of
yards (Combat and Tactics) are occasionally used. These are based on board
hexes used for miniatures, which come in three sizes themselves. “Board Inches”
are a 1st edition AD&D measurement which usually equals 10 yards
and corresponds to one grid on a miniatures sheet. This grid can be further
divided into either 10ths, halves (fives of yards) or thirds, which gives the
10ft hex used in most dungeon hallways.
This can be further simplified by the DM as each medium creature taking up
about a 1/3 of a 10ft hex, each small creature taking up 1/6 of a hex and each
tiny creature taking up 1/12 of a hex, although the DM should use the most
logical arrangement in such situations.
Volume
Volume is
primarily used for spellcasting, and in other situations should use real world
measurements. In fact, the volumetric fireball of AD&D is often used as an
example of a lazy measurement in gaming. In generally, volume-based spells come
in two types, regular hexahedrons (cubes, cuboids, boxes, walls) or spheres,
although cones, cylinders and rays are not uncommon. Regular hexahedron spells
are either given in volume (cubic feet) or in surface area (square feet) but
occasionally are given in “cubes.” Spells given a volume of a number of 10ft
cubes can often be arranged in any form, but only in 10ft cubes (and these
shapes can be represented by d6s.) Any shape where a full face of each cube
touches another face of a cube may be allowed without a spellcraft roll to
modify, but a successful spellcraft roll can be used to place the cubes edge to
edge. Such spells cannot form cubes that are not touching at least one other
cube unless it is explicitly stated as such in the spell description.
Sphere
effects are generally given with a diameter (the maximum distance of a straight
line from one side of the sphere to another) or a radius (the distance from the
wall of a sphere to its center.) Other spells may require more complex
geometry, and the DM is encouraged to use units comprehensible to his/her
players
No comments:
Post a Comment