Graveyard of Empires Time Management Rules: Difference between revisions

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== 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:
* 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:  
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:
* 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
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)

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:
  1. Retreat/Flee Combat
  2. Movement
  3. Missile Attack
  4. Spell Casting
  5. 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:
  1. Movement
  2. Missile Attacks
  3. Spell Casting
  4. Melee and Other Actions
  5. 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

  1. Players can debate actions, but official intentions are announced by party caller
    1. Group can decide how to nominate session party caller
    2. Even individual actions (e.g., scouting, hiding, searching for traps) must be announced by the caller during exploration
  2. The caller has 1 minute to announce the party’s intentions
    1. Time limit begins when DM finishes resolving the previous turn’s actions
    2. Failure to announce intentions in time means the turn passes without any actions being taken by the party
      1. In the Dungeon: 10 Minutes Pass (Checking packs; looking down tunnels)
      2. In the Wilderness: 1/3 of the Day Passes (Testing paths; wandering)
    3. Questions to the DM count against the time limit (i.e., you can trade action for information)

Camp & Downtime

  1. Party has five minutes free discussion when in a (semi-)safe space like a camp, tavern, etc.
  2. Further discussion will be counted on a scale where a 1-minute player discussion equals 1 hour in-game
    1. 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