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adventuring:time_weight_and_movement

Time, Weight, and Movement

Tracking Time

When an adventure is under way, the referee should keep track of the time that elapses in the imagined world, known as game time. This is distinct from real time: what may take the players and referee mere seconds to describe may take PCs hours or even days to complete.
For example, when characters are exploring a dungeon, the referee tracks the number of turns that have elapsed; when characters are exploring the wilderness, the number of days elapsed is tracked.
The referee must adjudicate what characters can do in a given period of time.

Resources

As game time passes, the referee should pay attention to resources that the party consumes. For example: food, water, fuel for Light sources, durations of spells or magical effects, etc.

Tracking Movement

As player characters explore the imagined world, the referee should keep track of their location on a prepared map. The map is usually kept secret from the players, who must rely on the referee’s descriptions of the areas they explore.
To determine how long it takes for characters to move from one area to the next, the referee should refer to the characters’ movement rates.

Group Movement Rate

An adventuring party will usually want to stay together. The movement rate of the party as a whole is determined by the speed of the slowest member.

Measurements

Time: Rounds and Turns

Aside from everyday time increments (minutes, hours, days, and so on), the following special units are used in the game.
Turns: 10 minutes of game time. There are 6 turns in an hour. Time is measured in turns when exploring dungeons (see Dungeon Adventuring).
Rounds: 10 seconds of game time. There are 60 rounds in a turn. Time is measured in rounds during encounters, especially in combat (see Encounters and Combat).

Distance: Inches, Feet, Yards, Miles

Staying true to its origins, this game uses imperial or customary US units. Distances are measured in inches (notated ″), feet (notated ′), yards, and miles.

Distance Conversions

1 foot = 12 inches (metric: ~30cm)
1 yard = 3 feet (metric: ~1m)
1 mile = 1,760 yards = 5,280 feet (metric: ~1.6km)

Weight: Coins

Weight measures typically come into play only when discussing how much characters can carry (see Encumbrance). As coins are the most common form of treasure found by adventurers, all weights are measured in coins.
Pounds: 10 coins are equal to 1 pound (metric: ~450g / ~45g per coin).

Encumbrance (Optional Rule)

Some groups like to use a system to track the amount of gear and treasure a character can carry and how this affects their movement rate.

Tracking Encumbrance

Encumbrance is a measure of both the weight and bulk a character is carrying.
Treasure: The encumbrance (weight in coins) of treasure carried by a character should be tracked. The encumbrance of common items of treasure is shown in the table below. The referee should decide the weight of other forms of treasure.
Equipment: Two options for tracking the encumbrance of characters’ equipment are presented here. The same system should be applied to all characters.
Maximum load: The maximum load any character can carry is 1,600 coins of weight. Characters carrying more than this cannot move.

Treasure Encumbrance in Coins

Treasure Weight in Coins
Coin (any type) 1
Gem 1
Jewellery (1 piece) 10
Potion 10
Rod 20
Scroll 1
Staff 40
Wand 10

Encumbrance Example

Marga the fighter has the following gear: chain mail, Shield, sword, shortbow + 20 arrows, rope, tinder box, waterskin.
Using basic encumbrance: Marga moves at 60′ (20′), due to wearing heavy armour.
Using detailed encumbrance: Marga’s gear weighs 500 (chain mail, Shield) + 90 (sword, bow, arrows) + 80 (misc. gear) = 670 in total. She moves at 60′ (20′).

Option 1: Basic Encumbrance

Treasure: The weight of treasure carried is tracked to make sure that the character’s maximum load is not exceeded.
Equipment: The weight of armour, weapons, and adventuring gear is not tracked and does not count towards a character’s maximum load.
Movement rate: Is determined by the type of armour the character is wearing and whether they are carrying a significant amount of treasure (as judged by the referee). The actual weight of the treasure carried does not affect movement rate.

Basic Encumbrance

Movement Rate
Armour Worn Without Treasure Carrying Treasure
Unarmoured 120′ (40′) 90′ (30′)
Light armour 90′ (30′) 60′ (20′)
Heavy armour 60′ (20′) 30′ (10′)

Option 2: Detailed Encumbrance

Treasure: The weight of coins and other treasure carried is tracked.
Equipment: The weight of the character’s armour and weapons is also tracked (the weight of these items is listed in the equipment list). Miscellaneous adventuring gear (backpack, spikes, sacks, etc.) is counted as 80 coins of weight.
Movement rate: The character’s movement rate is based on the total weight of all items carried, including treasure, weapons, and armour.

Detailed Encumbrance

Encumbrance Movement Rate
0–400 coins 120′ (40′)
401–600 coins 90′ (30′)
601–800 coins 60′ (20′)
801–1,600 coins 30′ (10′)
adventuring/time_weight_and_movement.txt · Last modified: by 127.0.0.1

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