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Rounds and Time :: Holy Lands RPG

HLRPG 3E HLRPG
HLRPG

Measuring Time

HLRPG 3E
 

Chapter Index

What is Holy Lands?

- Setting

- A Christian Game

- Religion

How to Play Holy Lands

- Step 2: Get a Character

- Step 3: Get Some Dice

- Step 4: Get Some Friends

- Step 5: Build a Lair

- Step 6: Kill Some Monsters

- Step 7: Get Some EXP

Raconteur

A Game of Character

- Your Character

- Playing a Character

Dice and Numbers

- Rolling the Dice

- Natural Rolls

- Critical Rolls

- Half Rolls

Rounds and Time

- Passing Time

Combat Overview

 

Download Print Version
3E Core Rules

Specifics on Timing

For much greater durations of time, such as hours, days, or even weeks, players may wish for all of the characters simply to pass time, which means that they declare that they do not wish for their characters to do anything significant, except whatever routine tasks they would normally do. For example, if the players are traveling a great distance across normal terrain, they may wish to pass time just to get to their destination faster. Or, if their companion PC or NPC is tied up doing routine work in a local city, and the others have to wait, everyone may wish to just pass time until they can get on with the adventure again, "fast-forwarding" through the one character's errand.

There are a couple of important things to consider when the players wish to pass time from both a Rac's perspective and a player's perspective. First, every character has a Patience Attribute, which can play a critical roll in passing time. Anytime one or more characters is keeping busy doing something while the other characters are passing time, the Rac should require Patience rolls to determine if the others will hang around and wait patiently for the busy character(s). A failed Patience roll most likely means that the character cannot simply wait around for their companions to finish; they are mentally unable to wait around any longer and will have to leave the location. Patience is a very important Attribute from this perspective, because a failed Patience roll in a critical situation can mean detrimental effects for the impatient character or the entire party. Players should consider their character's Patience Attribute heavily before declaring that they wish to pass time. Once passing time is declared, the Patience aspect should be played out.

The intervals of time that the Rac decides need Patience rolls from all waiting characters, whether it be in Rounds, minutes, hours, or days, can vary depending on the situation. Also, the environment has a big part to play in it too. For example, the other characters may not be able to wait at all in a dark, dangerous dungeon chamber while their companion meditates, with monsters crawling around on the other side of the doors. Fear, boredom, or excitement would most likely get the best of any character who fails their Patience roll, causing them to disturb the meditating companion in an attempt to gather everyone to leave the room.

The other important things to consider when passing time are need and usage of resources, and the possible loss of important knowledge. Depending on the duration of passed time, the characters must have allowable resources or means of having continued resources in order to pass the time. These resources may include food, money, and shelter, among other things. Although, it may not be necessary to pin all these down with great detail, it is something that should be considered and discussed before the Rac allows extensive time to pass. Also, all players should consider the fact that by passing time, the characters could lose out on or delay getting some valuable information or items related to the adventure. The Rac need not be domineering about this, but it is a consideration worthy of attention. If the characters choose to be (relatively) inactive for an extended period, they may simply miss some things that they would not have if they were actively adventuring.

Finally, characters gain Experience, which helps them excel and grow, when they are actively adventuring. With few exceptions, characters should not earn Experience while they are passing time.


"House Rules!"

Member-Contributed Notes on Rounds and Time

Posted by jcowell on Sun, Oct-11-2009 04:26PM

Think the switch from 3 second to 12 second rounds in the new rules is a subtle but significant improvement -- seems more realistic for combat especially.

     

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Change Log [v 3.1.6]

21-Dec-2009

Improved an existing feature :: Holy Lands RPG

-Enabled Rac's who have completed previous lairs...

Bug fix :: Holy Lands RPG

-Fixed error that falsely caused defined Taverns...

20-Dec-2009

Bug fix :: Holy Lands RPG

-Enabled the Bard Character Class (thanks jcowel...

18-Dec-2009

Added new feature :: Holy Lands RPG

-Enabled downloadable version of current Core Ru...

14-Nov-2009

Improved an existing feature :: Holy Lands RPG

-Expanded and modified settlements and their sta...

Changed the function of a feature :: Holy Lands RPG

-Limited item/weapons/armor purchase to only cam...

Added new feature :: Holy Lands RPG

-Integrated images for common equipment items

 

HLRPG QuickSTATS

MEMBERSHIP

Members Logged In: 6

Total Members: 1064

First SignUp: May-2008

Latest SignUp: Sep-08-10


CHARACTERS

Total Created: 675

Average Level: 2

Highest Level: 12

Average EXP: 4,391

Highest EXP: 60,014


CAMPAIGNS

Total Created: 519

Raconteurs: 502

Playable NPC's: 181

Settlement Locations: 156

Playable Lairs: 16


 

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