Mechanics for Time, Movement and Encumbrance

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.

Phase 1: Maneuver

 * 1) Check NPC morale.
 * 2) Each Character moves up to 15'. Retreating Characters move first, then PC party, then foes.
 * 3) 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.
 * 4) All characters make simultaneous Action Rolls.
 * 5) All Stun Damage is removed from all characters. (This reduces the Damage Penalty to Defense Rolls.)

Phase 2: Action
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) Both characters make any Second Rolls needed to determine Victories.

Phase 3: Free Actions

 * 1) There is no Phase 3 in the first round.
 * 2) Characters may make take brief actions such as 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
Measure outdoor travel and exploration in hours, but every hour need not be considered separately. Eg. a three hour journey could be considered a single unit of travel time.

Calendar Time: Days
Measure long journeys and other multi-day activities in days. Like hours, days can be grouped into large units. Days begin at dawn.

Down Time: Days or Weeks
"Down Time" is time during which a character spends the whole day working on some non-adventuring task such as healing, learning spells, hunting, gathering herbs, etc. No more than one die roll per day is allowed during Down Time.

"Down Time" can also refer to long periods (weeks or months) between adventures. In this case the entire party is on Down Time.

Movement as a Character's Action
A movement action during combat uses an Athletics roll to determine Initiative. Bob can move his Speed modified by his Encumbrance. If Bob moves out of Melee Range, only characters with higher initiative can attack him in melee. Missiles can still attack unless Bob moved behind a barrier.

Movement as Part of Another Action
Bob can move within Melee Range as part of another action. In other words, he can take a few steps over to the control panel and activate a switch. He can lunge across a small room to attack a foe. He can open a door and step through. You may take no more than 15’ of movement.

Movement While Maintaining a Spell
If Bob's only action is to re-cast a spell which which is already in effect, he can move at ½ his normal movement rate.

Obstructions to Movement
In some circumstances another character is not a block to Bob's movement through the (normally 5') space which the other character occupies.
 * Movement is blocked by all foes, and by allies who are engaged in combat. Other allies do not block movement.
 * An engaged character may exchange positions with an adjacent, non-engaged ally as the engaged character's move
 * Two allies may occupy the same space, but in that case neither ally may attack and both allies have Disadvantage against melee and missile attacks.

NPC Action and Movement in Combat
In large battles it may not be practical to announce individual actions for each NPC. Instead, announce a general action. Any individual NPC can change its action when its initiative arrives by taking a penalty of either Disadvantage and 5' of movement(10' instead of 15') or one-half of a movement action.


 * Attack: NPCs attack if in range, otherwise they move toward the enemy.
 * Hold: Melee NPCs already adjacent attack, melee NPCs in melee range guard, missile NPCs attack if in range, others tighten their formation.
 * Withdraw: NPCs retreat if in melee range of foe, other missile users attack, others form up beyond melee range of any foe.
 * Group Morale Failure: Adjacent NPCs retreat, others flee.

Races and Chases
A race can be simulated by using opposed Athletics rolls.

Long Distance Movement
Cautious movement travels half the normal distance. Rapid movement travels twice the normal distance, but cannot be sustained and cannot increase the per day travel distances.

Extreme loads, bad weather, traveling at night, and so on may also reduce travel distance. (Powerful storm ✕ 1/6, Storm or Heavy Fog ✕ 2/6, Heavy Rain or Fog ✕ 3/6, Rain ✕ 4/6.) This reduction is in addition to any natural hazards.

Effects of Encumbrance
Encumbrance, based on weight carried, is a penalty to most die rolls, including magic rolls. Encumbrance also reduces movement by 10' for each die of Encumbrance. Item weights will be more or less the same as in D&D 3.5. (https://www.dandwiki.com/wiki/Main_Page, choose "System Reference Document" under "Revised 3rd Edition (3.5e)", equipment is at the bottom of the middle column.)

Treat up to 50 coins as 1 item weighing 1 lb.

Exempt Items
Do not count the weight of these items for purposes of encumbrance. Note that only 1 of each item is exempt, and that any contents of these items are not exempt. If more than one, count the lowest weight item as exempt.

1 knife or dagger 1 normal clothes 1 bedroll 1 backpack 1 set of belts with straps and containers to hold weapons, arrows, bombs, etc. (no GP cost)

Container with Contents: For these containers, the weights of both the items and their contents are not counted for purposes of encumbrance.

1 waterskin One coin purse — (maximum capacity 250 coins, carrying more requires a second coin purse) One combat pouch — (maximum capacity 10 small items such as herbal potions, small magic items) One scroll case — (maximum capacity 10 sheets of parchment) 1 camping kit (with flint, chalk, whetstone, up to a total of 10 small items

Encumbrance for Normal Actions
Bob's normal encumbrance limit (no penalty) is equal to Bob's STR times 10 pounds. Add 1 die to encumbrance for each 10 pounds (or part thereof) over that limit.

Encumbrance for Weight-Sensitive Actions
Climbing, Jumping and the like have an encumbrance limit of STR times 6 pounds. Add 1 die to encumbrance for each 6 pounds (or part thereof) over that limit. (Remember that Bob's encumbrance goes down if he removes his backpack, etc.)

Encumbrance for Swimming
Swimming has an encumbrance limit of STR times 3 pounds. Add 1 die to encumbrance for each 3 pounds (or part thereof) over that limit

Negative Encumbrance
If Bob is carrying less than half his encumbrance limit, he gets 2 negative encumbrance die for a +2 bonus to Action and Defense Rolls and an extra 15' of movement.