Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site muddcs.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!houxm!houxz!vax135!floyd!cmcl2!seismo!hao!hplabs!sdcrdcf!trwrb!scgvaxd!muddcs!russell From: russell@muddcs.UUCP (Russell Shilling) Newsgroups: net.games.frp Subject: Re: Time in AD&D Message-ID: <124@muddcs.UUCP> Date: Fri, 1-Jun-84 14:43:26 EDT Article-I.D.: muddcs.124 Posted: Fri Jun 1 14:43:26 1984 Date-Received: Tue, 5-Jun-84 19:36:06 EDT References: <1144@qubix.UUCP> Organization: Harvey Mudd College, Claremont, CA Lines: 31 Steven seems to have not read the Players Handbook very well. The time assumed for attacks is based on *ROUNDS*, not *SEGMENTS* as his article implied. The correct interpretation of the time to cast a Sleep spell, for example, is one *SEGMENT*; the time required for a low level fighter to make one attack is one *ROUND*, not one *SEGMENT*. For your information: 1 SEGMENT == 6 seconds 1 ROUND == 10 SEGMENTS == 60 seconds == 1 minute 1 TURN == 10 ROUNDS == 10 minutes The SEGMENT is a sub-division of a ROUND used to determine the precise time of effect of a Spell being cast, or the precise time of a Fighter's Attack, (based on the 'Initiative Roll' which should be made at the beginning of EACH ROUND --- not SEGMENT, see the DM Guide.) I do not know whether MOST DM's account for Time, but I certainly do. This is the most crucial aspect of judging a melee. In order to be completely fair to ALL character classes involved in combat, Time needs to be VERY carefully accounted for. Russell Shilling {allegra,ihnp4,seismo}!scgvaxd!muddcs!russell P.S. Apologies to all for not giving page references, but I do not have the rule books here... ==========================================================================