There's as many turn in a round than there is participant taking one and regardless how many take turn in a round, it's still about 6 seconds long. For exemple:
There's as many turn in a round than there is participant taking one and regardless how many take turn in a round, it's still about 6 seconds long. For exemple:
The Order of Combat: A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn.
old school humor lost to the ages, shame.
funny how in the rules everything is designed and described it terms of turns and not rounds, yet both are one and the same, and yet all that chaos jumps around from one actor to the other in such quick order one might go mad.
How long is a individuals turn within a round? What you all are saying is it is depending on the amount of players and enemies.... So with very few their turns can be varying degrees of whole seconds or with large amounts it is micro fractions of a single second.
Your telling me, "No matter the time breakdown they all can still accomplish the same on each of their turns in way less time."
This is the break down of what you are saying: 1 player & 1 enemy they each get 3 seconds on their turn to make up the round. 2 players & 1 enemy they each get 2 seconds on their turn to make up the round. 10 players & 10 enemies they each get 0.3 seconds on their turn to make up the round. 150 players & 150 enemies they each get 0.02 seconds on their turn to make up the round.
Lets look at turns, and speed, rules again.
Turn: On your turn, you can movea distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is noted on your character sheet.
Speed: Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round.
Seems the rules interchange turn and round too. I guess they are confused as well.
Edit: How are you able to move up to the same distance on a turn and a round if they are different?
No, you get to move on your turn in a round, so "On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here."
Combat uses combat rules. You can move your speed in a round, it just turns out that it has to be during that part of the round that happens to be your turn. Sure it might be a confusing, unfortunate wording, but it can easily be understood without interchanging them.
Since a round contains your turn, you can do anything you can do on your turn in a round... during your turn in that round.
People tend to call their actions during that round a turn. IE its my turn this round.
All NPC's and characters get their own simultaneous 6 seconds of actions during that round.
There are 6 second rounds and ten minute turns, Turns are used when you do normal things like search or watch set up camp. Rounds are used when you have to cast that initiative die. As soon as initiative is called for things go in rounds, 6 second time limits. And that is when you do your combat actions.
And yes the books interchange all those terms and hope the people reading it can figure it out.
People tend to call their actions during that round a turn. IE its my turn this round.
All NPC's and characters get their own simultaneous 6 seconds of actions during that round.
There are 6 second rounds and ten minute turns, Turns are used when you do normal things like search or watch set up camp. Rounds are used when you have to cast that initiative die. As soon as initiative is called for things go in rounds, 6 second time limits. And that is when you do your combat actions.
And yes the books interchange all those terms and hope the people reading it can figure it out.
Nice way to work the way-back machine, but careful not to jump too far.
Combat, in the history of D&D, has evolved over 50 years, and will continue to evolve well beyond that.
I just wish they would have used combat-rounds of just instead of rounds, would have made the translation easier.
Everyone takes a turn in a roundm but turn and round is not the same.
For exemple Sneak Attack is usable once per turn and therefore multiple times a round while it wouldn't be if it was usable once per round.
Time for a smoke break = 10 rounds
1 turn = 6 seconds, 10 turns = 1 round, 10 rounds = smoke break to look in an area 10ft x 10ft DMs choice.
I’ll just go do some jumping-jacks on me smoke break to keep me strength up.
Byte my shiny metal ass
1 turn =/= 6 seconds, only a fraction of it.
10 turns =/= 1 round, unless there's 10 participants.
There's as many turn in a round than there is participant taking one and regardless how many take turn in a round, it's still about 6 seconds long. For exemple:
Combat with 2 creatures: 1 round = 6 seconds (2 turn/round)
Combat with 26 creatures: 1 round = 6 seconds. (26 turn/round)
old school humor lost to the ages, shame.
funny how in the rules everything is designed and described it terms of turns and not rounds, yet both are one and the same, and yet all that chaos jumps around from one actor to the other in such quick order one might go mad.
Byte my shiny metal ass
How long is a individuals turn within a round?
What you all are saying is it is depending on the amount of players and enemies....
So with very few their turns can be varying degrees of whole seconds or with large amounts it is micro fractions of a single second.
Your telling me, "No matter the time breakdown they all can still accomplish the same on each of their turns in way less time."
This is the break down of what you are saying:
1 player & 1 enemy they each get 3 seconds on their turn to make up the round.
2 players & 1 enemy they each get 2 seconds on their turn to make up the round.
10 players & 10 enemies they each get 0.3 seconds on their turn to make up the round.
150 players & 150 enemies they each get 0.02 seconds on their turn to make up the round.
Lets look at turns, and speed, rules again.
Turn:
On your turn, you can move a distance up to your speed and take one action.
You decide whether to move first or take your action first.
Your speed--sometimes called your walking speed--is noted on your character sheet.
Speed:
Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round.
Seems the rules interchange turn and round too.
I guess they are confused as well.
Edit: How are you able to move up to the same distance on a turn and a round if they are different?
No, you get to move on your turn in a round, so "On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here."
Combat uses combat rules. You can move your speed in a round, it just turns out that it has to be during that part of the round that happens to be your turn. Sure it might be a confusing, unfortunate wording, but it can easily be understood without interchanging them.
Since a round contains your turn, you can do anything you can do on your turn in a round... during your turn in that round.
A round is 6 seconds.
People tend to call their actions during that round a turn. IE its my turn this round.
All NPC's and characters get their own simultaneous 6 seconds of actions during that round.
There are 6 second rounds and ten minute turns,
Turns are used when you do normal things like search or watch set up camp.
Rounds are used when you have to cast that initiative die. As soon as initiative is called for things go in rounds, 6 second time limits. And that is when you do your combat actions.
And yes the books interchange all those terms and hope the people reading it can figure it out.
Nice way to work the way-back machine, but careful not to jump too far.
Combat, in the history of D&D, has evolved over 50 years, and will continue to evolve well beyond that.
I just wish they would have used combat-rounds of just instead of rounds, would have made the translation easier.
Byte my shiny metal ass
i say they can try and roll a dext or acrobatics check and if they fail well they fall