Time (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

How time flows in the game world is ultimately governed by your narrator, but it’s ideal to adapt the time rate to the needs of the campaign.

Rounds. In action-packed encounters, rounds are used. Each is 6 seconds long, meaning there’s 10 per minute. Since rounds are so tense, it can be beneficial for each creature to have its own turn, but during most other parts of an adventure it’s more fun for all players to be able to act at the same time.

Phases. Phases are by default somewhere between 10 and 60 minutes long. Phases are useful for describing the passage of time when time is still important, but not every single action needs to be detailed. This can often be during periods of exploration or interaction when time is of the essence, such as to complete an adventure before high tide, to prepare a town’s defense before a siege, or to navigate a dungeon before depleting resources run out.

Days. During extensive Downtime or long-distance travel, a rate of days can work best, with each protag each day completing a day of downtime and potentially a downtime activity.

Weeks. Often campaigns increase in scope as they progress. By later levels it is entirely reasonable for protags to manage a business, a guild, or even an entire city. When dealing with such large-scale enterprises it can be useful to use a rate of weeks. Weeks are used by some supplemental rules, such as Bases, but core content doesn't assume adventures will be run at this scale.

Even Longer. For campaigns of epic length it can be fun to go further. For example, each time your group meets up for an adventure, in the game-world your party might regroup after months or even years. In your world it might even be possible to travel through time.

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