Time

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Combat Time: Rounds
Combat is measured in rounds, during which each character can take one action. The round is primarily a unit of action, rather than a unit of time, but normally rounds average about 5 seconds. You can also use rounds for any action which requires very short time increments, or lengthen the average time for contests (eg. races) with less frequent die rolls. After combat has ended round the elapsed time up to 1 or more turns.

Conceptually all character actions begin together at the start of the round, and Bob's action reaches completion when it is his turn to act (his initiative). Thus character actions are regarded as simultaneous rather than sequential; by the time the fastest character completes his action, all the other characters are well on the way to completing their actions.

Mechanically, in each round simultaneous Action Rolls are compared to determine initiative. Then, in order of initiative, each Action Roll is compared to the target’s Defense Roll to determine success and Victories.

Please note that there should be no debate among the players during combat! If you disagree with another player's action you should
 * 1) bring it up after combat is over,
 * 2) make a less than 5 second comment in the Free Action phase, or
 * 3) make speech or whisper-talk your action in the next round.

Phase 1: Maneuver
 * 1) Check NPC morale.
 * 2) Retreating Characters retreat 15'
 * 3) Each non-retreating character moves up to 15' (but see Encumbrance). PC party moves first, then, then foes (but see Surprise).

Phase 2: Action Rolls

Actions can include speech and movement. Retreat actions get another 15' of movement during this phase
 * 1) Each character states her intended action and calculates how many d10 to roll. This action cannot be changed except as noted in Combat Options and Maneuvers.
 * 2) All characters make simultaneous Action Rolls.
 * 3) All Stun Damage is removed from all characters. (This reduces the Damage Penalty to Defense Rolls.)

Phase 3: Actions

For each character in descending order of Action Roll:
 * 1) The character performs his action (or the remainder of a move or retreat action).
 * 2) The target of the action makes a Defense Roll. If the target has not already acted in this round, taking damage causes his (later) action to automatically fail (but see Heroic Action).
 * 3) Actor and target make any Second Rolls needed to determine Victories.

Phase 4: Free Actions
 * 1) There are no Free Actions in the first round (see also Surprise).
 * 2) Characters may make take brief actions such as whisper-talk, insults, surrenders, attempts to negotiate, cries for help, etc.

Exploration Time: Turns
Most non-combat actions use a whole number of 10-minute turns and the time taken by certain actions is standardized for quicker play. (Please note that a major reason for this convention is to avoid the need for discussion of how much can be done in how long, so substitutions during play are strongly discouraged.)

Turns During and After Combat

The party may choose to spend 1, 2, or 3 turns on a combat encounter and subsequent related actions.
 * 1) The first turn includes the combat itself, everyone catching his breath and retrieving his weapons, minimal bandaging to stop bleeding, and perhaps 1 or 2 quick mission-related action (eg. grab the guard's keys). The party can then hurry on to its next action.
 * 2) If a second turn is taken after-combat, everyone can recover 1 Fatigue die and receive First Aid. PCs who are neither recovering damage or performing healing can observe the location and downed foes, and can perform longer or more numerous mission-related actions.
 * 3) If a third turn is taken after-combat, everyone can recover a second point of Fatigue, and the location and downed foes can be superficially searched. A thorough search needs its own 10 minute turn.

Turns Spent Searching, Lock Picking, etc.

Searching a location takes 1 turn. Actions like lock-picking take no time if immediately successful, but consume a turn if unsuccessful. Depending on circumstances, it might be possible to attempt the action again, possibly with a lower chance of success.

Turns Spent on Movement in Dungeon-like Environments

Cautious Movement decreases the party's chance of being surprised, increases its chance to surprise others, and increases its chance to detect traps, secret doors, etc. Cautious movement also allows detailed mapping. Note, however, that cautious movement is slow: in 1 turn a party may make cautious movement of 220 feet (about ¼ mph) in a dungeon-like environment. Normal Movement gives the party normal chances of being surprised, surprising others, and detecting traps, secret doors, etc. Normal movement allows only rough mapping. In 1 turn a party may make normal movement of 440 feet (about ½ mph) in a dungeon-like environment. Rapid Movement increases the party's chance of being surprised, decreases its chance to detect traps, secret doors, etc., and eliminates any chance to surprise others or to map. In 1 turn a party may make rapid movement of 880 feet (about 1 mph) in a dungeon-like environment.

Turn-Based Events

With each turn that passes there is some chance of a random encounter (wandering monster) or other unexpected event. Time is not the party's friend.

Travel Time: Hours or Days
Outdoor Exploration and Travel is much like Dungeon Time, but is tracked in hours (each hour need not be considered separately) or days. Days begin at dawn. Actions normally measured in turns should be rounded (usually rounded up) to a full hour.

Down Time and Camp Time
Down Time is time in which normal activities cannot take place, but PCs may heal, learn spells, meditate, hunt, gather herbs, etc. A "rest" is a 3-hour period during which each resting PC can make 1 roll for 1 downtime activity. PCs may either rest once per day, or use a full day to make 3 rests.

Camp Time is time used for set-up, sleep (with 3 watches), and break-down of the camp. Twelve or more hours of Camp Time gives a +1 to most rolls made during Camp Time.