Graveyard of Empires Time Management Rules: Difference between revisions
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(Created page with "== Time Management Rules == === Combat === # Each player will be asked for their intentions in order of Dexterity ## Managing Player decides for their NPC hirelings/henchmen...") |
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## Group can decide how to nominate session party caller | ## Group can decide how to nominate session party caller | ||
# The caller has 1 minute to announce the party’s intentions | # The caller has 1 minute to announce the party’s intentions | ||
## Time limit begins when DM finishes resolving previous | ## Time limit begins when DM finishes resolving the previous turn's actions | ||
### In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels) | |||
### In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering) | |||
## Failure to announce intentions in time means the turn passes without any actions being taken by the party | ## Failure to announce intentions in time means the turn passes without any actions being taken by the party | ||
## Questions to the DM count against the time limit (i.e., you can trade action for information) | ## Questions to the DM count against the time limit (i.e., you can trade action for information) | ||
=== Camp & Downtime === | === Camp & Downtime === | ||
# Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc. | # Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc. | ||
# Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game | # Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game | ||
# Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game | # Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game |
Revision as of 10:02, 28 June 2020
Time Management Rules
Combat
- Each player will be asked for their intentions in order of Dexterity
- Managing Player decides for their NPC hirelings/henchmen (subject to DM approval)
- DM chooses for all other NPCs
- Each player has 10 seconds to announce their action when called
- Time limit begins when DM calls on player
- Failure to announce an action in time means character defaults to skipping turn
- Questions to DM count against the time limit (i.e., you can trade action for information)
Exploration
- Players can debate actions, but official intentions are announced by party caller
- Group can decide how to nominate session party caller
- The caller has 1 minute to announce the party’s intentions
- Time limit begins when DM finishes resolving the previous turn's actions
- In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels)
- In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering)
- Time limit begins when DM finishes resolving the previous turn's actions
- Failure to announce intentions in time means the turn passes without any actions being taken by the party
- Questions to the DM count against the time limit (i.e., you can trade action for information)
Camp & Downtime
- Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc.
- Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game
- Once per session, the party can declare one “camp” discussion to be vital; this will allow 30 minutes discussion that will be treated as 1 hour in-game