Graveyard of Empires Time Management Rules: Difference between revisions
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= Time Management Rules = | = Time Management Rules = | ||
== Combat == | == 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: | Notes: | ||
* Players who do not indicate an intention will have a chance to act after the other players’ actions are resolved (see below) | * 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 | * 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) | * Managing Player decides for their NPC hirelings/henchmen (subject to DM approval) | ||
* DM chooses for all other NPCs | * DM chooses for all other NPCs<br><br><br> | ||
* 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: | Notes: | ||
* If multiple players have the same intention, their actions will be resolved in order of their Dexterity scores (highest to lowest) | * 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 == | == Exploration == |
Latest revision as of 07:01, 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