From the 1E PHB:
1 segment = 6 seconds
1 round = 10 segments = 1 minute (60 seconds)
1 turn = 100 segments = 10 rounds = 10 minutes (600 seconds)
thus
1 hour = 6 turns = 60 rounds = 600 segments or 3600 seconds
This is all important when tracking an adventure log hour-by-hour, and especially for calculating the distance potentially traveled in an hour. Let's look at how that math works out.*
The PHB lists distances traveled in a dungeon, and expects players to calculate distances for overland travel by hand. It also uses speeds modified by encumbrance, unlike 4E and 5E which have variable speeds. Still, the base assumption is 1 inch square = 10 feet, and in a dungeon distance is determined by movement rate, which is dependent on encumbrance
So under normal, unencumbered, combat conditions, characters can move:
12 feet : 1 segment (6 seconds)
120 feet :1 round (1 minute)
1200 feet : 1 turn (10 minutes)
7200 feet : 1 hour
which means that on a 1" tabletop grid, characters can move 12 grid squares per round, or 720 grid squares total per hour.
Exploration conditions are 1/10th the speed of combat
and then there's modifiers for exploration on a known path, the movement rate is 5x faster, so 1/2 the speed of combat
fleeing for your life is 10x faster than exploration, which means its the exact same as combat
the rest of the movement table on pg 102 breaks down movement rate in combat by encumbrance. Under normal gear of 35 lbs. or less, characters can move at the rate of 12 feet : 1 segment.
According to the DMG, time in a dungeon
should be kept in increments of turns, with 6 turns to the hour, and 1 turn per hour should be spent resting. The importance of tracking time in dungeons is also due
to the need for random encounter checks.
Direction for random encounter checks is given for overworld adventures, in the DMG. The increments of time necessary for random checks are:
- 1 hour after the adventuring begins
- The midway point of the journey
- near the end when camp is being made
- and then 3 checks at night corresponding to 3 sleep shifts.
A d20, d12, or d10 is used for monster checks based on population density, with a d10 used for uninhabited or wilderness areas, and what time of day to check is detailed in a table.
Encounter distance over land is 6d4, but in a dungeon it is d6+4.
And then of course there's a wholly separate table for outdoor movement on pg 58 of the DMG. Turns out a party actually moves 30 miles per day in normal conditions.
*It's really dumb that the rules for Movement, which is
dependent on the rules for Time and Distance, is separated from those by
the many pages of Spell descriptions.
The DMG still has the annoying split of Time, Distance and Movement separated by spell descriptions, but at least it gives information on encounter distance. Unfortunately, the encounter distance information is split into 3 sections, the Surprise section, which is separate from the Initiative section, and finally Combat section, subheading distance. To get the full information on the rules, these sections need to be cross-referenced with the corresponding sections in the Player's Handbook. That's a task for another time
The best breakdown I've seen on the internet of these rules: https://thealexandrian.net/wordpress/7849/roleplaying-games/reactions-to-odd-turns-rounds-and-segments-oh-my
Its written for OD&D, but the rules are almost exactly what's presented in 1E with a little math conversion (a segment is 1/2 round instead of 1/10th round, etc.)
I guess I wasted my time, because all the rules are distilled into this PDF: http://knights-n-knaves.com/dmprata/ADDICT.pdf (hat-tip to https://merricb.com/2014/03/28/add-initiative/)
**A little scale issue: I recently started using sheets of graph paper - the kind you would use in a science or math class in high school - to visualize dungeon maps. Unfortunately these maps cannot actually be used to play on, Since the miniatures and tokens I use are 1 inch in diameter, and the paper itself is only 8x11 inches in size. This means that in a single combat round, an unencumbered character could walk right off the page.
The AD&D rulebooks recommend using graph paper with 5-6 lines per in, I use paper with 1/4" lines, which I don't think makes much difference except that the calculations for movement in the DMG and PHB are done in multiples of 3.
*** Got this little gem from a discussion on Facebook:
"Page
102 of the PHB states "The number of inches moved is scaled to
circumstances and time by modifying either the distance represented or
the time period or both." The first sentence of the next paragraph
states "The movement distance in the dungeon is 1" to 10' over a turn
of 10 minutes duration while exploration and mapping are in progress."
This means the ratio is 1" to 10' for each inch of movement rate. The
next part and the table cover combat movement where essentially dungeon
movement per 10-minute turn is the same as combat movement per 1-minute
round (e.g., 6"=60', etc.)."
So I guess dungeon movement is 1/10th the speed of combat movement, or the chart above.
**** https://www.dragonsfoot.org/forums/viewtopic.php?f=1&t=70041
"No grid. I use a 12" ruler to mark the distance
that can be moved. The size of the table is fixed, so "the number of
inches moved is scaled to circumstances and time by modifying either the
distance represented or the time period, or both". So the movement rate
is always 12" regardless of what scale it represents."
That's basically how I ran it initially. Movement per grid square made little sense while movement in natural distance seemed to work better. I used grid paper as a way to create a quick shorthand instead of measuring each inch of movement, but that hasn't worked out as well as I had wanted.
and a little bonus about how melee combat distance works: https://www.dragonsfoot.org/forums/viewtopic.php?p=442831#p442831
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