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Post by DM Sir Carnifex on Nov 23, 2008 19:05:50 GMT -5
I've been doing some calculations about the passing of time in this PW. Currently, one hour game time is about two minutes real time. This means that in one day real time, thirty days game time elapses. Now, I think this is rather fast. Consider this: At this speed, once the server goes live, it'll only be 100 days before Bhaal is dead. That's not a whole lot of time for anyone in that Church to RP their character.
Now, if the ratio between real and game time is changed, it would have several effects:
1. Days and nights would last longer. If this happened, putting in special spawns for night time would work better as the less experienced PCs would have a larger stretch of daylight to get across the maps and back to safety again. However, there is also the negative effect that they'd have to wait awhile for day time to come again.
2. This would make resting at even longer intervals. At the current settings, resting is allowed once every ten minutes or so. If the time is changed to five real minutes = one game hour, then resting would be restricted to every twenty-five minutes. If this were done, then I think we could feasibly go back to resting every two hours (ten minutes) without giving back any advantage that was lost when we made the switch.
3. The timeline would have more time to be developed and events would not have to be rushed to fit in with tempore volatile.
4. Our characters will not have to use canes, walkers, or wheelchairs to get around after twenty-eight game years pass in one real year.
Can anyone else think of other effects? Or is this another useless topic? I just thought I'd throw the idea out there. ;D
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atlas
Active Member
Posts: 177
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Post by atlas on Nov 23, 2008 19:57:38 GMT -5
This made me laugh out loud. And yeah i agree that time should progress at a slower rate. My character is 32 years old or at least most proberly will be when the server goes live so.. dont want him to grow old extremely fast.
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davidb
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Posts: 300
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Post by davidb on Nov 23, 2008 20:32:20 GMT -5
Entirely agreed.
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Raist
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Official BG:SCC Birthday Greeter Player name: King Baldur
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Post by Raist on Nov 23, 2008 20:58:50 GMT -5
One thing to remember as well, is the duration of spells. At first this might not seem so bad, but let me remind you about spells like evards tentacles, firewall and other ground active spells, would be around for much longer. Also some buffs like divine favor and power would last much longer and be much more powerful.
I -do- see the benefits here, and I'd like to see something done about the passing of time. But i just wanted to raise this very important factor.
I suppose if resting is made a bit longer than it is now in real time, it could make up for it. We have 5 hours that is 10 RL min. So if if an hour is set to last 5 minutes, then i think 3 or 4 hours rest would be in order. Another thing i feel is important if this is changed, is the fact that quite often you will have your rest disturbed, and when this happens you should be able to rest immediately.
But as i said, well spotted ! And I'd like to see something done
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Post by DM Sir Carnifex on Nov 23, 2008 21:05:26 GMT -5
One thing to remember as well, is the duration of spells. At first this might not seem so bad, but let me remind you about spells like evards tentacles, firewall and other ground active spells, would be around for much longer. Also some buffs like divine favor and power would last much longer and be much more powerful. Good point here. Spell duration is something I overlooked because I'm not much of a spellcaster. They could be shortened, I suppose.
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Post by CartMid on Nov 23, 2008 21:05:50 GMT -5
Good points! Actually I was thinking about it the other day. There are some advantages and disadvantages at well.... but I'm too lazy now to enumerate them here
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Post by eldur(retired) on Nov 23, 2008 21:16:06 GMT -5
There are a few different spell duration types in the game. rounds, seconds, minutes and hours. 1 round = 6 seconds If the duration is round, second, or minute, it is treated as "real time", so if your spell lasts 20 minutes, it will be a real 20 minutes. If the duration is an hour, it will last as long as an hour is "in game". An hour "in game" is just under two minutes. I don't think we'll need to worry about most combat spells lasting longer if the days last longer, only the spells designated as X hours / level should be effected. I am all for a change like this if it's possible. One thing to remember as well, is the duration of spells. At first this might not seem so bad, but let me remind you about spells like evards tentacles, firewall and other ground active spells, would be around for much longer. Also some buffs like divine favor and power would last much longer and be much more powerful. I -do- see the benefits here, and I'd like to see something done about the passing of time. But i just wanted to raise this very important factor. I suppose if resting is made a bit longer than it is now in real time, it could make up for it. We have 5 hours that is 10 RL min. So if if an hour is set to last 5 minutes, then i think 3 or 4 hours rest would be in order. Another thing i feel is important if this is changed, is the fact that quite often you will have your rest disturbed, and when this happens you should be able to rest immediately. But as i said, well spotted ! And I'd like to see something done
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Raist
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Official BG:SCC Birthday Greeter Player name: King Baldur
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Post by Raist on Nov 23, 2008 21:50:15 GMT -5
There are a few different spell duration types in the game. rounds, seconds, minutes and hours. 1 round = 6 seconds If the duration is round, second, or minute, it is treated as "real time", so if your spell lasts 20 minutes, it will be a real 20 minutes. If the duration is an hour, it will last as long as an hour is "in game". An hour "in game" is just under two minutes. I don't think we'll need to worry about most combat spells lasting longer if the days last longer, only the spells designated as X hours / level should be effected. I am all for a change like this if it's possible. One thing to remember as well, is the duration of spells. At first this might not seem so bad, but let me remind you about spells like evards tentacles, firewall and other ground active spells, would be around for much longer. Also some buffs like divine favor and power would last much longer and be much more powerful. I -do- see the benefits here, and I'd like to see something done about the passing of time. But i just wanted to raise this very important factor. I suppose if resting is made a bit longer than it is now in real time, it could make up for it. We have 5 hours that is 10 RL min. So if if an hour is set to last 5 minutes, then i think 3 or 4 hours rest would be in order. Another thing i feel is important if this is changed, is the fact that quite often you will have your rest disturbed, and when this happens you should be able to rest immediately. But as i said, well spotted ! And I'd like to see something done How very true this is! Spells lasting "Hour" are meant to last a long while anyway, so since these are the only ones geting affected, there is little need to worry here. ;D
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Post by DM williamfredrickson on Nov 24, 2008 1:04:13 GMT -5
I would like to see the days and nights last longer as well. It's a pitty when you're RPing with someone during the night (or day) and all of the sudden - "Woosh!", out pops the sun! (or moon)
However, it's not unbearable as it is.
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davidb
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Post by davidb on Nov 24, 2008 6:48:20 GMT -5
Also some buffs like divine favor and power would last much longer and be much more powerful. My divine Favor won't last longer I think the most important consequence will be the 1min/level buffs, like Bull's Strenght.
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Raist
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Official BG:SCC Birthday Greeter Player name: King Baldur
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Post by Raist on Nov 24, 2008 7:49:33 GMT -5
Also some buffs like divine favor and power would last much longer and be much more powerful. My divine Favor won't last longer I think the most important consequence will be the 1min/level buffs, like Bull's Strenght. read the whole thread mate ;D only hours spells will be affected
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sen
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Retired Dungeon Master
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Post by sen on Nov 24, 2008 8:19:38 GMT -5
That is one great idea! And as I believe Eldur´s is right with the spell duration, it won´t be so much of a balancing problem.
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davidb
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Post by davidb on Nov 24, 2008 9:45:50 GMT -5
My divine Favor won't last longer I think the most important consequence will be the 1min/level buffs, like Bull's Strenght. read the whole thread mate ;D only hours spells will be affected I'v read it pal! My understanding (I may be wrong...) is, spells that have rounds in their description won't be affected, but spells that have seconds, minutes or hours will last longer. However, my Divine Favor is a permanent spell (lvl 7 slot) that's why its duration won't be affedted ;D
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Raist
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Official BG:SCC Birthday Greeter Player name: King Baldur
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Post by Raist on Nov 24, 2008 10:51:46 GMT -5
read the whole thread mate ;D only hours spells will be affected I'v read it pal! My understanding (I may be wrong...) is, spells that have rounds in their description won't be affected, but spells that have seconds, minutes or hours will last longer. However, my Divine Favor is a permanent spell (lvl 7 slot) that's why its duration won't be affedted ;D so, 1 round -= 6 seconds real time, seconds and minutes are also realtime only "hour" is gametime, and is currently converted to 2 minutes. Spells cast using Persistent spell, will not convert them to permanent but to last 24 hours (currently about 48 minutes) So infact, if you have spells that has duration lvl/hour and are level 12 or above, you may as well just use extend spell as it will give same or greater duration than persistent spell Hope that helped
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davidb
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Post by davidb on Nov 24, 2008 11:22:47 GMT -5
Ahhhh I think it now got into my thick skull.
Then I can only see advantages in doing the change, as the night spawns can be really interesting.
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