House Rules & Rulings

VI. Exploration

Contents


Marching Order

Before starting an adventure session, you should determine the normal arrangement of your characters when exploring. This is known as the party's marching order. For example, you may decide to move in a two-column formation, with well-armored characters in front, weaker characters in the middle, and a rear guard. As a group you may define different standard marching orders for common situations (e.g. standard exploration, combat, opening doors, searching, etc.).

Top

The Caller

If the group wishes to, they may nominate one of their number as the spokesperson of the group, known as the caller. This player is responsible for informing the Game Master about the actions and movements of the party as a whole. Delegating this role to one player—rather than having each player informing the Game Master about their PCs individual actions can speed up play.

Top

The Mapper

One or more players may wish to create a map of the areas being explored, based on the Game Master's descriptions. Details such as monsters or traps encountered, clues to puzzles, or possibly interesting unexplored areas may be noted on the map as it is drawn.

Top

Tracking Time

When an adventure is under way, the Game Master 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 Game Master tracks the number of turns that have elapsed; when characters are exploring the wilderness, the number of days elapsed is tracked. The Game Master must adjudicate what may be accomplished in a given period of time.

Resources

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

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

Ten (10) minutes of game time. There are 6 turns in an hour. Time is measured in turns when exploring dungeons.

Rounds

Six (6) seconds of game time. There are 60 rounds in a turn. Time is measured in rounds during encounters, especially in combat.

Top

Dungeon Adventuring

Sequence of Play Per Turn

  1. Wandering monsters: The Game Master makes checks as applicable.
  2. Actions: The party decides what actions to take (e.g., moving, searching, listening, entering rooms).
  3. Description: The Game Master describes what happens.
  4. End of turn: The Game Master updates time records, with special attention to light sources, spell durations, and the party's need to rest.

Movement

Exploring the Unknown

When exploring unknown areas of a dungeon, you can move at a Slow pace, 2000 feet per Turn (Player's Handbook, pg. 182). This rate of movement takes account for the fact that you are exploring, watching your footing, mapping, and trying to be quiet and avoid obstacles.

In Familiar Areas

When you moving through dungeon areas with which you are familiar, the Game Master may allow you to move at a normal rate, 3000 feet per Turn, even a fast rate, 4000 feet per Turn (Player's Handbook, pg. 182).

Searching

Searching takes a Turn and covers a 10 foot by 10 foot (100 square foot) area.

Top

Wilderness Adventuring

Sequence of Play Per Turn

  1. Decide course: The players decide on their course of travel for the day.
  2. Losing direction: The Game Master determines wheter the party gets lost.
  3. Wandering monsters: The Game Master makes checks as applicable.
  4. Description: The Game Master describes the terrain passed through and any sites of interest that the party comes across, asking players for their actions, as required.
  5. End of day: The Game Master updates time records, with special attention to rations, spell durations, and the party's need to rest.
Top
Home