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legacy:rules:turn_order [2025/02/28 22:33] – created tailkinkerlegacy:rules:turn_order [2025/02/28 22:34] (current) tailkinker
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 When in an encounter, or otherwise in Rounds time-scale, each character may take up to six seconds worth of actions.  However, each combat //round// is ten seconds long.  It is assumed that each character performs four seconds' worth of actions, such as surveying the battlefield or completing movement, each round.  But this additional time is not modeled, and can be safely ignored.  When in an encounter, or otherwise in Rounds time-scale, each character may take up to six seconds worth of actions.  However, each combat //round// is ten seconds long.  It is assumed that each character performs four seconds' worth of actions, such as surveying the battlefield or completing movement, each round.  But this additional time is not modeled, and can be safely ignored. 
  
-When in Minute time-scale, the party moves as a whole.  This is done before characters are permitted to select actions.  The party can move a distance equal to ten times the speed of the slowest member of the party, in meters.+When in Minute time-scale, the party moves as a whole.  This is done before characters are permitted to select actions.  The party can move a distance equal to five times the speed of the slowest member of the party, in meters.
  
 When in Hour time-scale, the party can cover a distance equal to the speed of the slowest member of the party, in //kilometers// However, long-distance travel is an action by itself, requiring one hour to move that distance, and there is a cost, in recoveries, to taking this action. When in Hour time-scale, the party can cover a distance equal to the speed of the slowest member of the party, in //kilometers// However, long-distance travel is an action by itself, requiring one hour to move that distance, and there is a cost, in recoveries, to taking this action.
legacy/rules/turn_order.1740782037.txt.gz · Last modified: by tailkinker