Graveyard of Empires Time Management Rules: Difference between revisions
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= Time Management Rules = | |||
== Combat == | |||
# At the beginning of each round, players will have 10 seconds to indicate their general intentions in the Roll20 chat. For speed and convenience, these declarations should be one of the | # At the beginning of each round, players will have 10 seconds to indicate their general intentions in the Roll20 chat. For speed and convenience, these declarations should be one of the: | ||
* Retreat/Flee Combat | * Retreat/Flee Combat | ||
* Movement | * Movement | ||
* Missile Attack | * Missile Attack | ||
* Spell Casting | * Spell Casting | ||
* Melee Attack or Other Action | * Melee Attack or Other Action | ||
Notes: | |||
* Players who do not indicate an intention will have a chance to act after the other players’ actions are resolved (see below) | |||
* Movement can be combined with missile and melee attacks, limited to that character’s encounter movement rate | |||
* 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; the order of resolution of actions will be as follows: | # Each player has 10 seconds to announce their action when called; the order of resolution of actions will be as follows: | ||
* Movement | * Movement | ||
* Missile Attacks | * Missile Attacks | ||
* Spell Casting | * Spell Casting | ||
* Melee and Other Actions | * Melee and Other Actions | ||
* Players who did not announce an intention | * Players who did not announce an intention | ||
If multiple players have the same | |||
## Time limit begins when DM calls on player | Notes: | ||
# | |||
# | * If multiple players have the same intention, their actions will be resolved in order of their Dexterity scores (highest to lowest) | ||
# | |||
#* 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 | # Players can debate actions, but official intentions are announced by party caller | ||
## Group can decide how to nominate session party caller | ## Group can decide how to nominate session party caller | ||
## Even individual actions (e.g., scouting, hiding, searching for traps) must be announced by the caller during exploration | |||
# 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 the previous | ## 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 | ## Failure to announce intentions in time means the turn passes without any actions being taken by the party | ||
### In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels) | ### In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels) | ||
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## 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 == | |||
# 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 06:56, 2 July 2020
Time Management Rules
Combat
- At the beginning of each round, players will have 10 seconds to indicate their general intentions in the Roll20 chat. For speed and convenience, these declarations should be one of the:
- Retreat/Flee Combat
- Movement
- Missile Attack
- Spell Casting
- Melee Attack or Other Action
Notes:
- Players who do not indicate an intention will have a chance to act after the other players’ actions are resolved (see below)
- Movement can be combined with missile and melee attacks, limited to that character’s encounter movement rate
- 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; the order of resolution of actions will be as follows:
- Movement
- Missile Attacks
- Spell Casting
- Melee and Other Actions
- Players who did not announce an intention
Notes:
- If multiple players have the same intention, their actions will be resolved in order of their Dexterity scores (highest to lowest)
-
- 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
- Even individual actions (e.g., scouting, hiding, searching for traps) must be announced by the caller during exploration
- The caller has 1 minute to announce the party’s intentions
- 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
- In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels)
- In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering)
- 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