21 hours ago · Tech · 0 comments

One of the first things you notice when starting to play 0e is that the vast majority of spells state their duration in "turns". While later editions had already solidified the terminology and distinction between rounds and turns, 0e uses the term "turn" quite loosely, with a floating meaning across different contexts: from 1-minute melee turns, through 10-minute dungeon movement turns, to 1-day-long wilderness travel turns. While we can most certainly dismiss the latter, having spells like Infravision (duration: 1 day), Web (duration: 8 game hours), and Suggestion (duration: 1 game week), the question of whether a given spell lasts mere minutes or hours is very important. So, let's dig in. Comparative TableThe first instinct is to compare the spells with "turn" duration to their counterparts in Chainmail, Swords & Spells wargame, and AD&D 1e. Granted, 1e is an entirely different system, but it cannot be dismissed entirely either, being a direct descendant of 0e. At least, we could…

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