Hot answers tagged time
21
Well, Rope Trick descriptions reads as follow:
The upper end is, in fact, fastened to an extradimensional space that
is outside the multiverse of extradimensional spaces (“planes”).
Well, what is an "extradimensional space" then?
A number of spells and magic items utilize extradimensional spaces,
such as rope trick, a bag of holding, a handy ...
11
Time is still handled as days, hours and minutes. Past that things get a bit more cloudy with dates tending to be down to the campaign setting being used,
e.g. Eberron has 12 months, starting with Zarantyr, whereas Forgotten Realms has 12 months, starting with Hammer
Eberron calendar
Forgotten Realms calendar
10
So you only have enough time for either finishing off the adventure, or dealing with random encounters, but not both. Therefore any solution requires spending very little time.
Simple Narration
One acceptable way to handle it seems to be to narrate it away. It's entirely legitimate to narrate their travel through the wilderness and cut to the chase, so to ...
7
Usually one doesn't count the total rounds of a combat just to do it. You might be counting them because of spell durations or other specific reasons. In general you're concerned about overall passage of time because of torch and other large scale durations, which is why this rule exists, so players don't say "well that only took three rounds so we move on ...
3
In our latest campaign, we started out in Paragon tier. We have three players, one DM, and the DM runs a cleric to help out. Most combats are - to put it bluntly - excruciatingly slow. We tend to make it through two, maybe three combats in a six-hour session, and in our last session we made it through one (admittedly large) combat that occupied a good five ...
3
This really depends on the pacing of your group. Our heroic tier group of 6 PCs usually gets through 2-3 encounters per session (about 3 hours). However, our combats are usually fairly quick affairs rarely lasting more than 2-3 rounds. We have experimented with a 2 minute turn timer but it hasn't had much effect on play speed, we usually do without it as we ...
3
There are two methods that I see here.
If your system has PC skills this is a great time for a non-combat skill challenge. for instance in D&D 4e we would use skills like nature and endurance to stay on a path or out of the way of wild/dangerous animals, and to have the stamina to continue. We would use things like Diplomacy, Bluff and Intimidate to ...
3
The "default" setting of 4e is an amalgam of many things with no precisely given names or constraints for things like names of days/months or how long any of these things truly are. You should look to a specific setting released for 4e for its own individual answers, but the 'base' or 'default' of 4e is for you to basically make up whatever you like, or pull ...
2
Some groups and GM's do track time that closely. It's actually not that hard to track - just a tally mark per round.
It's also useful to track rounds for other reasons: spell durations, mostly, but some other effects have limits as well.
So, even if the average fight lasts a mere 10-20 rounds, tracking the number of rounds takes a tiny amount of space, ...
2
A good answer for this isn't time in real time, but in how many rounds it should take. A typical combat should take about 6 rounds of combat. This is calculated because of action points, monster HP, player tactics, ect. If you go over six rounds of combat, the battle is either too hard or the dice are just being majorly unfair to the PC's and monsters. ...
1
As previous posters have said, you'll get a huge variation in the time taken to solve the puzzle.
If your puzzle is basically a maths problem, or can be brute forced in some way, you can make a ballpark estimate. Figure out how long it would take you and assume a spread of about 50% - 200% of your time. The more players you have, the more likely the time ...
1
Unfortunately I have to give the weasel answer of "it depends." But I would like to share the factors I have used when considering this question:
1. Consider the Session:
How much time do you have for the session and what are you and your players trying to accomplish?
Review past sessions that you remember fondly and try to dissect what when right; ...
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