Time; rounds, turns and days (p. 87)
Game time is divided into rounds,
turns and days.
Rounds: Situations
of immediate danger, such as combat or those precarious seconds when a character trips a trap, falls into a pit, grabs hold
of the side and gazes down in terror at the poison tipped spikes far below, are normally measured in rounds, each of which represents 10 seconds of game time. Except when the rules specify otherwise, each character
can perform only one action during a round; attack a single opponent, cast a spell, or perform some movement or other action.
Turns: Slightly less
intense situations, such as carefully exploring a dangerous set of catacombs, sneaking up on an enemy encampment, or trying
to escape a pursuing army that is a mile or more behind, are usually measured in turns,
each of which represents 10 minutes of game time. In the course of a turn, should something happen to propel the characters
into an immediately dangerous situation, the DM will always shift the time sequence to rounds.
Days: Character’s
lives are not all spent in breakneck action scenes. Sometimes they do things that take a great deal of time to accomplish,
like journeying 1,000 miles on horseback, library research, create a golem or construct, or sit around the city waiting for
the King to put his army together. Typically, the DM passes this time in days, describing one or two things the characters
might learn or do each day. Should one of these events lead to a role-playing encounter, the DM can always shift to turns
or rounds.
Distance (p. 87)
Movement, Missile and Spell
Ranges
Indoors: Normal movement speed, missile ranges, and spell ranges are measured
in feet (90’ means ninety feet indoors).
Outdoors: Normal movement speed, missile ranges and spell ranges are measured
in yards (120’ actually means 120 yards outdoors).
Everywhere: Spell effects are always measured in feet.
Character Movement Rates (p. 88)
Rates given on PC record sheets
are listed as Normal, Encounter and Running Speeds. A character’s
Movement rate is largely affected by how much weight, or encumbrance the character is carrying. Here’s the chart:
Character Movement Rates and Encumbrance Table
Normal Speed
Encounter Speed
Running Speed
Enc (cn) (feet per turn)
(feet per round)
(feet per round)
0 – 400 120
40
120
401 – 800 90
30
90
801 – 1,200 60
20
60
1,201 – 1,600 30
10
30
1,601 – 2,400 15
5
15
2,401 + 0
0
0
To find the distance a party travels
in a day, find the Normal Speed of the slowest party member or mount (if all party members are mounted). Divide that number
by 5. The result is the number of miles per days the party moves through clear terrain (open fields and range, city, etc.).