Graveyard of Empires Time Management Rules: Difference between revisions
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* Spell Casting | * Spell Casting | ||
* Melee Attack or Other Action</blockquote> | * Melee Attack or Other Action</blockquote> | ||
## 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 |
Revision as of 06:43, 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 following (note that movement can be combined with missile and melee attacks, limited to that character's encounter movement rate):
- Retreat/Flee Combat
- Movement
- Missile Attack
- Spell Casting
- Melee Attack or Other Action
- 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
If multiple players have the same intentions, 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
- 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