In adventuring below ground, a turn in the dungeon lasts 10 minutes (see also MOVEMENT).
In combat, the turn is further divided into 10 melee rounds, or simply rounds.
Rounds are subdivided into 10 segments, for purposes of determining initiative (q.v.) and order of attacks.
Thus a turn is 10 minutes, a round 1 minute, and a segment 6 seconds.
Keeping track of time in the dungeon (or on any other type of adventure) is sometimes difficult, but it is at least as important as the accurate recording of time in the campaign. As has been mentioned elsewhere, the standard time breakdown is ten one-minute rounds to the turn, and six turns to the hour. All referees should keep a side record of time on a separate sheet of paper, marking off the turns as they pass (melees or other actions which result in fractional turns should be rounded up to make complete turns). It is essential that an accurate time record be kept so that the DM can determine when to check for wandering monsters, and in order to keep a strict check on the duration of some spells (such as bless, haste, strength, etc.). The DM must also know how long it has been since the last time the party took a rest.
A party should be required to rest at least one turn in six (remember, the average party packs a lot of equipment), and in addition, they should rest a turn after every time they engage in combat or any other strenuous activities.
On occasion, a party may wish to cease movement and "hole up" for a long period, perhaps overnight, resting and recuperating or recovering spells. This does not exempt them from occasional checks for wandering monsters, though the frequency may be moderated somewhat, depending on conditions. Too-frequent interruptions may make spell recovery impossible. Keeping correct records of duration of these periods is absolutely essential.
Outdoors, time is measured in days, usually subdivided into daylight (movement) and night (rest) periods. Thus, while actual time playing is about the same for a dungeon adventure, the game time spent is much greater in the case of outdoor adventures.
Time in the campaign is very important. Your referee will keep strict account of the time consumed by various characters, for it is likely to separate them, since not all participants are likely to play at the same actual time. Time costs characters money in support, upkeep, and wage payments. It takes time to adventure, to heal wounds, to memorize spells, to learn languages, to build strongholds, to create magic items — a very long time in the last given case.
For purposes of the game distances are basically one-third with respect to spell and missile range from outdoors to indoors/underground situations.
Thus most ranges are shown as inches by means of the symbol ", i.e. 1" etc.
Outdoors, 1" equals 10 yards.
Indoors 1" equals 10 feet.
Such a ratio is justifiable, to some extent, regardless of game considerations.
Actual effective range of an arrow shot from a longbow is around 210 yards maximum, in clear light and open terrain. Underground, with little light and low ceilings overhead, a bowshot of 210 feet is about maximum.
Archery implies arching arrows. Slings are in this category as are hurled darts and javelins, all arching in flight to achieve distance. Crossbows are a notable exception, but under the visibility conditions of a dungeon setting, a yards to feet conversion is not unreasonable.
Magic and spells are, most certainly, devices of the game. In order to make them fit the constrictions of the underground labyrinth, a one for three reduction is necessary. It would be folly, after all, to try to have such as effective attack modes if feet were not converted to yards outdoors, where visibility, movement, and conventional weapons attack ranges a based on actual fact. (See MOVEMENT.)
Distance scale and areas of effect for spells (and missiles) are designed to fit the game. The tripling of range outdoors is reasonable, as it allows for recreation of actual ranges for hurled javelins, arrows fired from longbows, or whatever. In order to keep magic spells on a par, their range is also tripled.
IT IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGE ONLY, NEVER FOR SPELL AREA OF EFFECT (which is kept at 1" = 10-ft) UNLESS A FIGURE RATIO OF 1:10 OR 1:20 (1 casting equals 10 or 20 actual creatures or things in most cases) IS USED, AND CONSTRUCTIONS SUCH AS BUILDINGS, CASTLES, WALLS, ETC. ARE SCALED TO FIGURES RATHER THAN TO GROUND SCALE.
Note that the foregoing assumes that a ground scale of 1" to 10 yards is used.
Movement scale is kept as flexible as possible in order to deal with the multitude of applications it has, i.e. dungeon movement (exploring and otherwise), city travel, treks through the outdoors, and combat situations arising during the course of any such movements. Your referee will have information which will enable him or her to adjust the movement rate to the applicable time scale for any situation.
Movement rate is always shown by a numeral followed by the sign for inches thus, 9".
The number of inches moved is scaled to circumstances and time by modifying either the distance represented or the time period or both.
The movement distance in the dungeon is 1" to 10-ft over a turn of 10 minutes duration while exploration and mapping are in progress.
If the party is following a known route or map, the movement rate is 5 times greater, so each move takes 1/5 of a turn (2 rounds).
If the party is fleeing, all movement—excluding encumbered movement, is 10 times faster, so each move takes only 1/10 of a turn, or 1 round.
This same movement rate applies to combat situations, so by converting each 1" movement rate to 10-ft, and then taking 1/10 of the round (using segments), the distance a character or monster can travel during the course of combat is easily found:
If moving but 12-ft in 6 seconds seems slow, consider the conditions whether prolonged physical exertion or the threat of hostile counter to the movement.
Note: No mapping is possible when a party is moving at fast speed such as when pursued or pursuing. Light must be available to make or read a map; infravision is not suitable in such circumstances. Marks, dropped objects, or a trailing string or line are typically useless devices in dungeons, as they will be obliterated, moved, or destroyed by passing creatures.
When your party is in an inhabited area, movement turns are at the same rate as when combat in the dungeon takes place, i.e. 6" = 60-ft and each move is 1 minute long.
This assumes that no map is being made. Mapping takes 10 times as long, so movement when mapping is the same as in a dungeon.
The major difference in outdoor movement is distance and time.
Each 1" equals the number of miles a character or creature can travel in one-half day's trekking.
Terrain will vary the movement rate.
When an encounter occurs, the movement rate is handled in the same manner as combat movement in the dungeon.
As the scale of maps will differ from campaign to campaign, general movement rates are given, and you can adapt them to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially.
Light burden assumes an average man traveling with no more than 25 pounds of additional weight in food, weapons, and other equipment.
Average burden assumes an average man traveling with from 26 to 60 pounds of gear of all sorts.
Heavy burden assumes an average man with more than 60 pounds of gear but less than 90 pounds.
Adjust all weight assumptions by Strength and race factors.
Normal terrain assumes basically open ground, scrub, typical desert, light forest, low hills, small watercourses, etc. With respect to vehicular movement it assumes roadways through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forests, steep hills, large water courses, etc. With respect to vehicular movement it assumes either roadways through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.
Note. You must determine for yourself which terrain areas are impassable to mounted movement or any normal travel. Generally large swamps and high mountains fall into this category.
Special Note Regarding Fatigue. No rules for exhaustion and fatigue are given here because of the tremendous number of variables, including the stamina of the characters and creatures involved. Thus, characters mounted on horses have gradually slowing movement, but this is not a factor unless pursuing creatures tire more or less rapidly than do the mounts. You must judge these factors in a case of continuing pursuit.
Fatigue merely slows movement and reduces combat effectiveness. Exhaustion will generally require a day of complete rest to restore the exhausted creatures.
Always bear in mind that humans inured to continuous running, for example, can do so for hours without noticeable fatigue, i.e., those such as Apache Indians, Zulu warriors, etc. Do not base your judgment on the typical modern specimen.
[See ENVIRONMENT RULES.]
The special figures made for roleplaying games add color to play and make refereeing far easier. Each player might be required to furnish painted figures representing his or her player character and all henchmen and/or hirelings included in the game session. Such distinctively painted figures enable you to immediately recognize each individual involved. Figures can be placed so as to show their order of march, i.e., which characters are in the lead, which are in the middle, and which are bringing up the rear. Furthermore, players are more readily able to visualize their array and plan actions while seeing the reason for any DM imposed restrictions on their actions. Monster figures are likewise most helpful, as many things become instantly apparent when a party is arrayed and their monster opponent(s) placed.
Figure bases are necessarily broad in order to assure that the figures will stand in the proper position and not constantly be falling over. Because of this, it is usually necessary to use a battlemat with squares of about 1 actual inch per side.
Each ground scale inch can then be used to equal 3½ linear feet, so a 10 ft. wide scale corridor is 3 actual inches in width and shown as 3 separate squares. This allows depiction of the typical array of three figures abreast, and also enables easy handling of such figures when they are moved. Note that many weapons need space to be wielded effectively.
As with all matters in the game, the DM can help manage discrepancies with the size of figures (e.g. long figures may not be constructed to properly take up the required number of squares and the DM may rule the scale works differently in this case, or perhaps will use a properly sized figure).