Post by waysoftheearth on Jun 24, 2013 7:38:01 GMT -6
There seems to be some contention about what a spell duration "turn" is.
In terms of dungeon exploration and combat, U&WA tells us definitively:
(U&WA p8)
and
(U&WA p8)
So the text recognises "turns" and "rounds" as distinct things.
The term "melee round" occurs elsewhere in the text too...
Trolls: "beginning the third melee round after one is hit it will begin to repair itself." (M&T p8)
Dragons: "Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting." (M&T p12)
"Each round of melee the number of points scored in hits is ratioed over the total number the Dragon has" (M&T p12)
"a check is then made to see whether he will bite or use his breath weapon during the second melee round." (M&T p13)
Lycanthropes: "If the young are attacked the female adult will fight at triple value for four melee rounds" (M&T p14)
However, the term "turn" is used liberally throughout the 3LBBs
In reference to movement speeds:
The character would move at the speed of an Armored Footman (6"/turn).(M&M p15)
Fly: fly at a speed of up to 12"/turn. (M&M p25)
Cloudkill: Movement: 6"/turn (M&M p30)
Move Earth: terrain affected will move at the rate of 6" per turn (M&M p31)
Treants: cause it to move 3" per turn
Earth Elementals: move but 6" per turn
Fire Elementals: move up to 12" per turn
Water Elementals: move at a rate of 18" per turn in water
Potion of Speed: allowing an encumbered man to move at 6"/turn, a plate armored man to move at 12" and so on.
Broom of flying: allows the owner to fly at Dragon speed (24"/turn).
Flying carpet: carries up to 3 persons at a speed of 18"/turn, while one occupant will allow it to move at 30"/turn.
Swimming speed is 3" per turn.
if the ship is moving at "slow" oared speed or under 15" per turn
Mermen: Swimmers will travel 15" per turn,
Nixies: These creatures operate only in fresh water moving 9" per turn
The Dragon Turtle moves only 9" per turn. ... cannot fly and moves at 3" per
turn on land.
Giant Leeches: ... move at 6" per turn.
Crocs move 15" per turn in water, 9" per turn on land.
Giant Snakes: Moving at a speed of 20" per turn
Giant Octopi and Giant Squids ... move at 9" and 12" per turn
Giant Crabs: They travel 6" per turn.
Giant Fish: Moving at 30" to 50" per turn
(Even these basic statements might be ambiguous in the context of underworld exploration, for U&WA clearly states that there are two moves per turn, so where is says x" per turn it presumably means x" per move).
In reference to time periods:
Confusion: Confused creatures will attack the Magic-User's party (dice score 2-5), stand around doing nothing (6-8), or attack each other (9-12). Roll each turn. (M&M p27)
Transmute Rock to Mud: The spell takes effect in one turn (M&M p28)
Move Earth: The spell takes one turn to go into effect(M&M p31)
Bless: During any turn the prospective recipients of a Bless are not in combat (M&M p32)
Trolls: Regeneration is at the rate of 3 hit points per turn.
Vampires: They regenerate during combat as do Trolls ... at the rate of three hit points per turn.
Dragons: <had> the attackers survived they would have subdued the Red Dragon that turn.
Purple Worms: In six turns the swallowed creature will be dead. In twelve turns it will be totally digested and irrecoverable.
Air Elementals: Forming a whirlwind requires one full turn as does dissolving it
Ochre Jelly: causes one die of damage per turn it is in contact with exposed flesh
Black Pudding: eat away ... armor so that it will fall-away next turn.
Green Slime: sticks to flesh and penetrates it in one turn
Grey Ooze: does two dice of damage to exposed flesh for every turn
Giant Leeches: a hit means that ... they have attached themselves, and every two turns they will drain one life energy level.
Giant Snakes: cause them to suffer 10% per turn due to constriction.
Curses: Disease, fatal in 3 turns unless healed
EXTRA ORDINARY SWORD ABILITY
Healing (1 point/6 turns or 6 points/day)
1-4 Times Normal Strength for 1-10 Turns Employable Once/Day
Ring of mammal control: One turn after the potion is consumed the party so doing can control from 3-18 small animals
Ring of weakness: making him weaker at a rate of 10%/turn
Ring of regeneration: recover damage at the rate of 1 point/turn
Ring of x-ray vision: A 1" x 1" section can be viewed during 1 turn.
Snake staff: rendering him helpless if mansized, or preventing counter-attack otherwise, for 1-4 turns.
Staff of Wizardry, Web: Giants and similarly powerful creatures can break through them in two turns... A Flaming Sword will slash through them in one turn.
Elemental control items: All are rather bulky and require one turn to set up or store away if they are carried with an expedition. They will summon the Elemental in but one turn.
Horn of Blasting: deafened for one turn.
Pit Trap: would only mean about one turn of time to clamber out, providing the character had spikes or associates to pull him out (U&WA p5)
Tricks & Traps: doors remain shut fast for a period of several turns (U&WA p6)
Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (U&WA p8)
Time must be taken to rest, so one turn every hour must be spent motionless
ESP'ing will take but a quarter turn, while searching a ten foot section of wall for secret passages will equire a full turn.
There are ten rounds of combat per turn.
At the end of every turn the referee will roll a six-sided die to see if a "wandering monster" has been encountered. (U&WA p10)
REF: This <stowing treasure in packs> will require; four turns.
Most of these clearly imply 10 minutes turns. A few of them are, perhaps, less certain, but could be read as 10 minute turns just as easily as "1 minute turns" (a concept which doesn't otherwise appear).
In Reference to Wilderness Exploration:
Each move will constitute one day. Each day is considered a turn.
Lost Parties: There is a chance of being lost, the chance depending on the type of terrain the party begins its turn upon.
Wandering Monsters: At the end of each day (turn) the referee will check to see if a monster has been encountered
Wilderness Pursuit: For each hex moved in pursuit, a party must spend one-half day resting (remember, a day equals one turn).
In Reference to Aerial Combat:
Aerial Combat, Playing Area: Counters numbered in 1" increments can be prepared, and the appropriate one be placed with the unit when the turn is finished, thus indicating height in inches.
Aerial Combat, Written Orders: Firing missiles is always allowable at the end of a turn unless the firer is meleed
Bombing: Bombing runs must be in a straight line for the whole turn of movement
In Reference to Naval Combat:
Naval Combat, Oared Movement: The number of turns that a stroke can be kept up is based on the fatigue factor.
Naval Combat, Wind Force and Direction: a 10% chance per turn of shipping water
Naval Combat, Ramming:
there is a 25% chance that it is holed below the waterline and will sink in 3-18 turns unless patched.
Patching a hole below the waterline requires 5 turns of work by ten men, and there is a 25% chance the job will not hold, requiring another five turns to replace.
Naval Combat, Shearing Oars Off: A ship with sheared oars will be dead in the water for three turns
Naval Combat, Grappling: Allow three grappling attempts per ship to be made during any turn
Naval Combat, Boarding: For every three feet of deck space parallel to the ship to be boarded one man per turn can board.
it would take ten men an entire turn to break it <a shipboard door> down.
it would take a man with a sword three turns to cut a piece of rigging, or an anchor rope, while a giant would tear it apart in a single turn.
Command Control: Personnel engaged in melee will only respond to commands when a roll of 1-4 is made (on a six-sided die). This will be checked each turn. Therefore, orders for withdrawal, for example, can be given for three turns later which allows three turns for the personnel to respond.
Swimming: Note that in gale and storm conditions there is a 50% chance that any man in the water will drown. Roll for this possibility each turn.
Stepping/Unstepping Masts: This is done only on Galleys and Longships. Ten crew accomplish the task in three turns.
And finally,
In reference to magic durations:
(excluding the spell duration stats, which are also given in turns)
Hold Portal: Roll two dice to determine the duration of the spell in turns. (M&M p23)
Light: lasts for a number of turns equal to 6 + the number of levels of the user (M&M p23)
Fly: The spell lasts for the number of turns equal to the level of the Magic-User plus the number of pips on a six-sided die (M&M p25)
Potions: For those with limited effect the time will be six turns plus the number of pips rolled on a six-sided die.
Excepting of the spell duration statistics (which are always given as a number of "turns") that's every reference to "rounds" and "turns" in the 3LBBs.
So today's question is, what is a spell duration turn?
The popular answer seems to be that it's meant to be a one minute long (equal to a melee round), and Chainmail implies as much, having one minute turns and a couple of spells with durations of a few turns. However, Swords & Spells arbitrarily doubles the turn length to two minutes without altering spell durations.
However, a dungeon exploration turn is 10 minutes long (as seen above). And in those terms, there's nothing especially "magical" about spells with trivial durations. Put plainly, if a Light spell lasts just 2-7 minutes it ain't worth spit, but if it lasts 20-70 minutes it might be a viable spell choice.
If Protection from Evil lasts just 6 minutes, it's hardly much protection at all. But if it lasts an hour, well that's something worth thinking about.
If Hold Portal lasts 2-12 minutes, then five times out of six it will not even hold out for one single exploration turn! If, on the other hand, it lasts for 20-120 minutes then it really is holding that portal long enough for the caster to escape the scene.
If Sleep lasts 4-16 minutes (as given in S&S), then it's just a wee nod off. Would you consider yourself to have had a "sleep" if it lasted only 10 minutes? If, on the other hand, it were to last 40-160 minutes, then it would be a proper hour or three's sleep. You'd call that a real sleep. The net effect for the magicked party is probably identical, if they are all put to sleep, in either case.
It goes on.
In fact, the vast majority of spell durations are either "instant", "permanent", or "until broken", or else 12, 6, or 3 turns. A few of them are 1-6 turns +1 turn per level, or similar.
Is Flying for a few minutes really what's envisaged for a third level spell? That gives you just a single exploration turn. A 60-110 minute duration would make it genuinely useful for more than just the merest of aerial flits. You could fly to the next town. Or to the castle in the clouds. Or engage in an aerial battle with dragons (if you're crazy)!
Is Water Breathing for just 12 minutes a viable 3rd level spell? You'll barely have time to get wet, let alone visit an undersea city.
Is Polymorphing yourself for ten minutes really superhero grade magic? Sure, it lasts for one combat... but it's barely long enough to do anything useful. One or two hours of action as a dragon, on the other hand, might be long enough to engage in campaign shaping antics. Frightening off an army, or all the folk in a neighboring town, or some such. That's where 4th level magic should be at.
Part Water for mere six minutes?? That's barely long enough for a halfling to ford a river, let alone a sizable body of troops!
Sleep, hold person, and hold monster probably don't "need" 10 minute turns, but it really makes hardly any difference either way; if the enemy is incapacitated for 2 minutes or 20 minutes, they will be captured or slain just the same.
On the other hand, the spells where "10 minute turn" durations could have a significant impact on combat are haste and slow. Both last "3 turns". If that's 3 minutes, then it lasts for part of a combat encounter that doesn't go perfectly. If that's 30 minutes, then it lasts a whole combat encounter, and maybe some exploration time before/after. Considering that the subjects might age a year after receiving a haste, I don't think 30 minutes is too much at all. And it's certainly easier for the referee to know that haste is in effect for the whole of the encounter.
So in summary, it seems to me that spell duration turns are perfectly fine at 10 minutes each, and I don't spy anything in the text that hints they are meant to be otherwise.
Users of magic celebrate!
In terms of dungeon exploration and combat, U&WA tells us definitively:
it takes ten minutes to move about two moves... Two moves constitute a turn
and
There are ten rounds of combat per turn.
So the text recognises "turns" and "rounds" as distinct things.
The term "melee round" occurs elsewhere in the text too...
Trolls: "beginning the third melee round after one is hit it will begin to repair itself." (M&T p8)
Dragons: "Sleeping Dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting." (M&T p12)
"Each round of melee the number of points scored in hits is ratioed over the total number the Dragon has" (M&T p12)
"a check is then made to see whether he will bite or use his breath weapon during the second melee round." (M&T p13)
Lycanthropes: "If the young are attacked the female adult will fight at triple value for four melee rounds" (M&T p14)
However, the term "turn" is used liberally throughout the 3LBBs
In reference to movement speeds:
The character would move at the speed of an Armored Footman (6"/turn).(M&M p15)
Fly: fly at a speed of up to 12"/turn. (M&M p25)
Cloudkill: Movement: 6"/turn (M&M p30)
Move Earth: terrain affected will move at the rate of 6" per turn (M&M p31)
Treants: cause it to move 3" per turn
Earth Elementals: move but 6" per turn
Fire Elementals: move up to 12" per turn
Water Elementals: move at a rate of 18" per turn in water
Potion of Speed: allowing an encumbered man to move at 6"/turn, a plate armored man to move at 12" and so on.
Broom of flying: allows the owner to fly at Dragon speed (24"/turn).
Flying carpet: carries up to 3 persons at a speed of 18"/turn, while one occupant will allow it to move at 30"/turn.
Swimming speed is 3" per turn.
if the ship is moving at "slow" oared speed or under 15" per turn
Mermen: Swimmers will travel 15" per turn,
Nixies: These creatures operate only in fresh water moving 9" per turn
The Dragon Turtle moves only 9" per turn. ... cannot fly and moves at 3" per
turn on land.
Giant Leeches: ... move at 6" per turn.
Crocs move 15" per turn in water, 9" per turn on land.
Giant Snakes: Moving at a speed of 20" per turn
Giant Octopi and Giant Squids ... move at 9" and 12" per turn
Giant Crabs: They travel 6" per turn.
Giant Fish: Moving at 30" to 50" per turn
(Even these basic statements might be ambiguous in the context of underworld exploration, for U&WA clearly states that there are two moves per turn, so where is says x" per turn it presumably means x" per move).
In reference to time periods:
Confusion: Confused creatures will attack the Magic-User's party (dice score 2-5), stand around doing nothing (6-8), or attack each other (9-12). Roll each turn. (M&M p27)
Transmute Rock to Mud: The spell takes effect in one turn (M&M p28)
Move Earth: The spell takes one turn to go into effect(M&M p31)
Bless: During any turn the prospective recipients of a Bless are not in combat (M&M p32)
Trolls: Regeneration is at the rate of 3 hit points per turn.
Vampires: They regenerate during combat as do Trolls ... at the rate of three hit points per turn.
Dragons: <had> the attackers survived they would have subdued the Red Dragon that turn.
Purple Worms: In six turns the swallowed creature will be dead. In twelve turns it will be totally digested and irrecoverable.
Air Elementals: Forming a whirlwind requires one full turn as does dissolving it
Ochre Jelly: causes one die of damage per turn it is in contact with exposed flesh
Black Pudding: eat away ... armor so that it will fall-away next turn.
Green Slime: sticks to flesh and penetrates it in one turn
Grey Ooze: does two dice of damage to exposed flesh for every turn
Giant Leeches: a hit means that ... they have attached themselves, and every two turns they will drain one life energy level.
Giant Snakes: cause them to suffer 10% per turn due to constriction.
Curses: Disease, fatal in 3 turns unless healed
EXTRA ORDINARY SWORD ABILITY
Healing (1 point/6 turns or 6 points/day)
1-4 Times Normal Strength for 1-10 Turns Employable Once/Day
Ring of mammal control: One turn after the potion is consumed the party so doing can control from 3-18 small animals
Ring of weakness: making him weaker at a rate of 10%/turn
Ring of regeneration: recover damage at the rate of 1 point/turn
Ring of x-ray vision: A 1" x 1" section can be viewed during 1 turn.
Snake staff: rendering him helpless if mansized, or preventing counter-attack otherwise, for 1-4 turns.
Staff of Wizardry, Web: Giants and similarly powerful creatures can break through them in two turns... A Flaming Sword will slash through them in one turn.
Elemental control items: All are rather bulky and require one turn to set up or store away if they are carried with an expedition. They will summon the Elemental in but one turn.
Horn of Blasting: deafened for one turn.
Pit Trap: would only mean about one turn of time to clamber out, providing the character had spikes or associates to pull him out (U&WA p5)
Tricks & Traps: doors remain shut fast for a period of several turns (U&WA p6)
Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (U&WA p8)
Time must be taken to rest, so one turn every hour must be spent motionless
ESP'ing will take but a quarter turn, while searching a ten foot section of wall for secret passages will equire a full turn.
There are ten rounds of combat per turn.
At the end of every turn the referee will roll a six-sided die to see if a "wandering monster" has been encountered. (U&WA p10)
REF: This <stowing treasure in packs> will require; four turns.
Most of these clearly imply 10 minutes turns. A few of them are, perhaps, less certain, but could be read as 10 minute turns just as easily as "1 minute turns" (a concept which doesn't otherwise appear).
In Reference to Wilderness Exploration:
Each move will constitute one day. Each day is considered a turn.
Lost Parties: There is a chance of being lost, the chance depending on the type of terrain the party begins its turn upon.
Wandering Monsters: At the end of each day (turn) the referee will check to see if a monster has been encountered
Wilderness Pursuit: For each hex moved in pursuit, a party must spend one-half day resting (remember, a day equals one turn).
In Reference to Aerial Combat:
Aerial Combat, Playing Area: Counters numbered in 1" increments can be prepared, and the appropriate one be placed with the unit when the turn is finished, thus indicating height in inches.
Aerial Combat, Written Orders: Firing missiles is always allowable at the end of a turn unless the firer is meleed
Bombing: Bombing runs must be in a straight line for the whole turn of movement
In Reference to Naval Combat:
Naval Combat, Oared Movement: The number of turns that a stroke can be kept up is based on the fatigue factor.
Naval Combat, Wind Force and Direction: a 10% chance per turn of shipping water
Naval Combat, Ramming:
there is a 25% chance that it is holed below the waterline and will sink in 3-18 turns unless patched.
Patching a hole below the waterline requires 5 turns of work by ten men, and there is a 25% chance the job will not hold, requiring another five turns to replace.
Naval Combat, Shearing Oars Off: A ship with sheared oars will be dead in the water for three turns
Naval Combat, Grappling: Allow three grappling attempts per ship to be made during any turn
Naval Combat, Boarding: For every three feet of deck space parallel to the ship to be boarded one man per turn can board.
it would take ten men an entire turn to break it <a shipboard door> down.
it would take a man with a sword three turns to cut a piece of rigging, or an anchor rope, while a giant would tear it apart in a single turn.
Command Control: Personnel engaged in melee will only respond to commands when a roll of 1-4 is made (on a six-sided die). This will be checked each turn. Therefore, orders for withdrawal, for example, can be given for three turns later which allows three turns for the personnel to respond.
Swimming: Note that in gale and storm conditions there is a 50% chance that any man in the water will drown. Roll for this possibility each turn.
Stepping/Unstepping Masts: This is done only on Galleys and Longships. Ten crew accomplish the task in three turns.
And finally,
In reference to magic durations:
(excluding the spell duration stats, which are also given in turns)
Hold Portal: Roll two dice to determine the duration of the spell in turns. (M&M p23)
Light: lasts for a number of turns equal to 6 + the number of levels of the user (M&M p23)
Fly: The spell lasts for the number of turns equal to the level of the Magic-User plus the number of pips on a six-sided die (M&M p25)
Potions: For those with limited effect the time will be six turns plus the number of pips rolled on a six-sided die.
Excepting of the spell duration statistics (which are always given as a number of "turns") that's every reference to "rounds" and "turns" in the 3LBBs.
So today's question is, what is a spell duration turn?
The popular answer seems to be that it's meant to be a one minute long (equal to a melee round), and Chainmail implies as much, having one minute turns and a couple of spells with durations of a few turns. However, Swords & Spells arbitrarily doubles the turn length to two minutes without altering spell durations.
However, a dungeon exploration turn is 10 minutes long (as seen above). And in those terms, there's nothing especially "magical" about spells with trivial durations. Put plainly, if a Light spell lasts just 2-7 minutes it ain't worth spit, but if it lasts 20-70 minutes it might be a viable spell choice.
If Protection from Evil lasts just 6 minutes, it's hardly much protection at all. But if it lasts an hour, well that's something worth thinking about.
If Hold Portal lasts 2-12 minutes, then five times out of six it will not even hold out for one single exploration turn! If, on the other hand, it lasts for 20-120 minutes then it really is holding that portal long enough for the caster to escape the scene.
If Sleep lasts 4-16 minutes (as given in S&S), then it's just a wee nod off. Would you consider yourself to have had a "sleep" if it lasted only 10 minutes? If, on the other hand, it were to last 40-160 minutes, then it would be a proper hour or three's sleep. You'd call that a real sleep. The net effect for the magicked party is probably identical, if they are all put to sleep, in either case.
It goes on.
In fact, the vast majority of spell durations are either "instant", "permanent", or "until broken", or else 12, 6, or 3 turns. A few of them are 1-6 turns +1 turn per level, or similar.
Is Flying for a few minutes really what's envisaged for a third level spell? That gives you just a single exploration turn. A 60-110 minute duration would make it genuinely useful for more than just the merest of aerial flits. You could fly to the next town. Or to the castle in the clouds. Or engage in an aerial battle with dragons (if you're crazy)!
Is Water Breathing for just 12 minutes a viable 3rd level spell? You'll barely have time to get wet, let alone visit an undersea city.
Is Polymorphing yourself for ten minutes really superhero grade magic? Sure, it lasts for one combat... but it's barely long enough to do anything useful. One or two hours of action as a dragon, on the other hand, might be long enough to engage in campaign shaping antics. Frightening off an army, or all the folk in a neighboring town, or some such. That's where 4th level magic should be at.
Part Water for mere six minutes?? That's barely long enough for a halfling to ford a river, let alone a sizable body of troops!
Sleep, hold person, and hold monster probably don't "need" 10 minute turns, but it really makes hardly any difference either way; if the enemy is incapacitated for 2 minutes or 20 minutes, they will be captured or slain just the same.
On the other hand, the spells where "10 minute turn" durations could have a significant impact on combat are haste and slow. Both last "3 turns". If that's 3 minutes, then it lasts for part of a combat encounter that doesn't go perfectly. If that's 30 minutes, then it lasts a whole combat encounter, and maybe some exploration time before/after. Considering that the subjects might age a year after receiving a haste, I don't think 30 minutes is too much at all. And it's certainly easier for the referee to know that haste is in effect for the whole of the encounter.
So in summary, it seems to me that spell duration turns are perfectly fine at 10 minutes each, and I don't spy anything in the text that hints they are meant to be otherwise.
Users of magic celebrate!