Time

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 10 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) Tactics Caller makes statement
 * 2) Check NPC morale.
 * 3) Each Character moves up to 15' (but see Encumbrance). Retreating Characters move first, then PC party, then foes (but see Surprise).

Phase 2: Roll the Dice
"Action" is the 1 thing that the character is doing this round. It might be attack, move, speak, etc.


 * 1) Each character states her intended action and calculates how many d10 to roll. The stated 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.
 * 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 is no Phase 4 in the first round of any encounter (see also Surprise).
 * 2) Characters may make take one brief action such as whisper-talk, insults, surrenders, attempts to negotiate, cries for help, etc.
 * 3) All Free Actions are simultaneous.

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 any 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 given a quick search.

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.

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

Spending a full hour during daylight to prepare a campsite gives a +1 die to all reasonably appropriate die rolls. Setting up camp after dark give -1 die to those rolls.

Chore Time: A 3-hour "Block"
Chore Time is an abstraction to use when PCs go shopping, listen for rumors, learn spells, meditate, hunt, gather herbs, etc. Allow 1 die roll for 1 activity for each full 3 hour Block of Chore Time, to a maximum of 3 Blocks per day. Players will want to shoehorn their activities into shorter periods, but its not worth the time to calculate the die rolls for shorter periods.

Down Time
Down Time is a period of days during which no adventuring takes place. Most Chore Time activities can be pursued, but with a reduced chance of success. Down Time is generally a low-risk, break-even activity, not a source of supplies, funds or experience. It can provide rumors (and possibly contacts), allow spell study, and permit the PCs to supervise the buying or building of expensive items and lairs.