Skip to content

Play

Play covers the three types of modes during the game: Downtime, Exploration, and Encounter. Each is distinguished through the lengths of time involved, counting by the seconds, hours, days, or weeks. These modes help to pace games to match with the action happening. Strict adherence to the different modes and switching between them is not necessary and is often not tracked during the game.


Downtime

Downtime represents long stretches of time or time that occurs between game sessions. The smallest increments for Downtime is often about 8 hours and the largest is not defined. Most common time increments for Downtime include days, consisting of 24 hours, or weeks, with 7 days.

Downtime is most frequently used for Short or Long Rests, travel, or income related actions, such as Crafting, Performing, or Profession checks. Other long-term actions are well-fitted to Downtime.


Exploration

This play mode covers moderate stretches of time, being the middle between Downtime and Encounter times. It is frequently measured in hours, though sometimes Exploration mode is better measured in 10 minutes, 30 minutes, or up to 8 hour increments.

This mode is most applicable to transitions, active travel, or longer skill challenges. Examples of each include travel between relatively close locations, tracking a creature, gathering information or searching areas, and solving puzzles, along with other skill challenges. Exploration mode may also be used for social interactions, instead of Encounter mode.


Encounter

Encounter mode is when time is kept in increments as small as 6 seconds to 1 minute. Variation, like with Downtime and Exploration, make this adaptable to the needs of the moment and can be shortened to any time increment desired. Most Encounter modes switch to Exploration mode around 10 minute increments as Encounter actions take limited time and are not sustained over longer periods.

This mode is most frequently used for combat and social interactions, and sometimes for very short skill challenges such as chasing a creature. It, among all three modes, focuses heavily on the details of actions, sequencing of events, and outcomes.

Switching from Downtime or Exploration mode into Encounter mode might not be noticeable, simply a slowing down of time measured. However, some situations, such as combat, require events to be sequenced from one to the next. For this purpose, Encounter mode might start with an Initiative check to determine turn order. This turn order can be used for more structured social interactions or shorter skill challenges, but it is most frequently associated with combat.

Following the Initiative checks, the creature with the highest 1d20 + Initiative bonus goes first, followed by the second highest, third and so forth. The full list from the first creature to act to the last creature to act is called a round. A round is also a time increment for combat and measures about 6 seconds. Each creature with a rolled initiative or who is placed within the initiative list during a round has a turn. On their turn, they can spend three actions and any number of free actions, within reason. During the entirety of a round each creature has one reaction and any number of free actions, within reason, to spend. There are some abilities that grant extra types of actions such as the Quick Reflexes trait.

During Combat

  • Initiative determines the order of each creature’s turn.
  • A round is 6 seconds and goes from the first creature to the last creature in initiative.
  • Each creature has a turn in a round.
  • During a turn, a creature has 3 actions and unlimited, within reason, free actions. During a round, a creature has 1 reaction and unlimited, within reason, free actions.

The following are useful or important rules for play during the above phases of game play.


Diseases


Special Environments