Deleted
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Post by Deleted on Nov 25, 2007 20:43:43 GMT -6
As I noted before, I played back in the 70's but hardly at all since then and my memory is a bit vague on some things.
To summarize the above from Vol 3, movement is in segments of 10 min and 10 min is two moves which equals a turn. Melee is 10 rounds to a turn or 1 min rounds. But for wilderness travel a move=a day=a turn. There are multiple definitions of turns, moves and rounds in the game. What system does the majority use or what system do you use in a game? Does everyone use a 1 minute long melee round or do you use something shorter? What travel times do you use for dungeon vs wilderness vs whatever?
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Post by philotomy on Nov 25, 2007 23:04:15 GMT -6
I use the standard rates for everything except the melee round. My OD&D game grew out of Holmes roots, and I've kept a 10-12 second melee round.
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Post by makofan on Nov 26, 2007 10:28:05 GMT -6
I am considering making that double-move 10 minute turn only one of many options. I assume that it takes into account: 1) Imperfect lighting 2) Unexplored area 3) Stopping to map 4) Checking for traps as you move 5) Casually looking for secret dors 6) Dwarves applying their abilities 7) Frequent listening/scouting
Thus if my players were moving back through an explored area, not searching for traps, not scouting, I may make their turn be a five-move turn. By giving players the options, they can balance time/danger.
For combat, I am thinking of 10-second rounds, but any combat turn ends up being 10 minutes as in the aftermath people are taking inventory, cathing their breath, etc.
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Post by philotomy on Nov 26, 2007 16:31:33 GMT -6
I use the following for movement rates (also see my movement in combat musing for some comments -- especially concerning the elf movement rate): Race | Light (leather) | Heavy (chain) | Armored (plate) | Human | 12" | 9" | 6" | Elf | 15" | 12" | 6" | Dwarf | 9" | 6" | 3" | Hobbit | 9" | 6" | 3" |
Turn-based movement then works like this Exploring/Mapping | x2 | (6" == 120' per turn) | Normal/Confident | x4 | (6" == 240' per turn) | Running | x6 | (6" == 360' per turn) |
Note the compatibility with the Holmes rates, which say a fully armored man would move 120' while exploring, 240' while moving normally, and 360' while running.
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Post by Deleted on Nov 27, 2007 16:47:17 GMT -6
I pretty much stick with the Holmes formula as well.
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Post by tgamemaster1975 on Dec 1, 2007 9:03:26 GMT -6
The only thing I really change is I use a 10 sec melee round. A 1 minute melee round just always seemed way too long for me.
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korgoth
Level 5 Thaumaturgist
Posts: 323
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Post by korgoth on Dec 1, 2007 11:51:16 GMT -6
The only thing I really change is I use a 10 sec melee round. A 1 minute melee round just always seemed way too long for me. I would also use a 10 second round. Have you run into any unforseen snags when making this adjustment?
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Post by philotomy on Dec 1, 2007 12:19:00 GMT -6
I think a 1 min. round works well for Chainmail mass-combat. I'm less fond of it for man-to-man skirmishes. I think the only thing I adjusted for a 10-second round is the movement/encounter speed. After making calculations based on 4.5 feet-per-second average walking pace, I came to the conclusion that the B/X rule of encounter speed equalling movement rate divided by three is a reasonable (and convenient) approximation. 24" | 80' per round | 160' per round charge | 21" | 70' per round | 140' per round charge | 18" | 60' per round | 120' per round charge | 15" | 50' per round | 100' per round charge | 12" | 40' per round | 80' per round charge | 9" | 30' per round | 60' per round charge | 6" | 20' per round | 40' per round charge | 3" | 10 per round | 20' per round charge |
I have a PDF with the movement rates I use.
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Post by crimhthanthegreat on Dec 2, 2007 19:35:32 GMT -6
The 4.5 feet/sec average walking pace is 3.0 miles per hour. I use a 6 sec melee round for combat (that would be 27 feet covered at the 4.5 feet/sec speed. I just adjust everything according to that. I picked that based on reading that a English longbowman could get off a shot every 6 sec. A swordsman is going to make quite a several attempts to hit, parries and use of shield etc in that length of time, but we roll for one hit. I think that this time frame works really well for melee. Most spells take one melee round to cast.
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WSmith
Level 4 Theurgist
Where is the Great Svenny when we need him?
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Post by WSmith on Dec 7, 2007 8:49:46 GMT -6
I have a PDF with the movement rates I use. This is what I have decided to make as my standard also.
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Post by Finarvyn on Dec 7, 2007 21:48:48 GMT -6
Actually, I tend not to think much about distance & time scales in my OD&D games. I assume that each turn allows for most mundane actions, and that several sword swings occur within a single die roll, and otherwise try not to pin myself down on the details.
Now, when I ran AD&D I tended to focus more on specifics because the rules seemed to demand it more. OD&D is just too free and loose for me to sweat the details.
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