![]() What do you do? If they don’t answer in six seconds, they stood their ground, and I’ll let them know the consequences of not making a decision. You’re not a full time professional adventurer, so I don’t expect you as a player to react as quickly as your character who has trained and practiced day in and day out for this.īut if I want to create a sense of urgency, I will put time limits on a decision. A combat round is six seconds, but if you need a minute to look up how your spell works, that’s fine. I generally allow my players as much time as they want to make decisions. ![]() Dragon Ball Z - Fusion - Play For Time (DVD 77) (from 72.53) Dragon Ball Z - Fusion. It isn’t magical or anything, just a cool old statue you can tell your friends about. Viz's Shonen Jump Print Magazine to End Next March (Oct 14, 2011) North American Anime. I probably won’t have any of those days where *nothing* happens, but it might be something as simple as you find a mysterious old statue overgrown with weeds in the woods. ![]() Overland travel might see a few days go by in the session. Other DMs do it differently, with more downtime between adventures, but I like to keep it more fast paced, with the characters getting swept up in one urgent mission after another.Ī social role-playing session of 3 hours will usually carry them forward a day or two, broken down into four or five conversations of twenty minutes or so interspersed with exploration of the city.Ī combat-heavy session might be nearly 3 hours of combat, which takes under a minute of fantasy world time.Ī dungeon exploration session takes on the order of hours of fantasy world time. My campaign has been running about a year, and a month has gone by in the fantasy world. The rules are pretty specific about fantasy world time - how long it takes to make an attack, cast a spell, rest, or for poison or a curse to wear off - so I’ll focus on real world time. I am not sure if you’re asking about fantasy world time or real world time. In D&D, a day takes a minute, ten minutes takes ten minutes, and one minute takes an hour. If there's something that needs to happen during years, that's the introduction to a new campaign, or the prologue to an ending campaign. ![]() Over even longer time-spans, such as waiting years, just don't do it. If you need to go on longer time spans than that (say it takes three months to cross the great ocean), then consider either an alternate mode of transportation that doesn't take that long, or create a few month-to-month challenges, with weekly skill checks, and allow the players to attempt something that would take them that longer period of time. Try to have at least 1 thing happen per day even if it's just having the players make a few skill checks because they're doing "down time" stuff. It's usually not a good idea to skip days and say "it takes you 3 days to get there, but you get there", because that's 3 whole days in a matter of moments. Once you get into the open world, you can start tracking things day-by-day. Larger dungeons might have the players resting a few times, so a few days are what's past. Small dungeons players will clear out in an hour and then go back and search through it later. When players start taking 20, that's when they'll eat up hours of time. If you mean dungeon-exploring, the players get through it pretty quickly, so I tend to say that it's only a few minutes in each room if they're really flying. I doubt you mean combat since that's spelled out in the book. ![]()
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