In the underworld all distances are in feet, so whenever distances are given in inches convert them to tens of feet.
Movement (distances given in Vol 1) is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves - 120 feet for a fully-armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed).
Melee is fast and furious. There are ten rounds of combat per turn.
Wilderness - Scale: Assume the greatest distance across a hex is about 5 miles. Turn: Each move will constitute one day. Each day is considered a turn.
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?
Last Edit: Nov 25, 2007 20:50:22 GMT -6 by Deleted
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.
Malik, Human Thief lvl 1, AC 7, HP: 6, sword/dagger
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.
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.
This is what I have decided to make as my standard also.
Ernest Gary Gygax 1938 - 2008 "How many people could say that they impacted the lives of millions without bloodshed, political power or a global marketing machine - just a small game of gelatinous cubes, strange dice and 10' corridors? Gary did it just like this, and he did it out of his humble game room in Wisconsin. The context makes it all the more remarkable." - Melan
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.
Marv / Finarvyn DCC playtester (2011) S&W WhiteBox author (2009) C&C playtester (2003) Builder of the TrollBridge for T&T; Amber Diceless player since 1993 OD&D Player since 1975; Metamorphosis Alpha since 1976
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson