Question on 3.5 timing of rounds versus minutes

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Lathick

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Oct 28, 2009, 1:25:34 PM10/28/09
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My question is in regards to spells, how dose a round equate to time
if a spell says it last for 1 minute per level? Some spells last for 6
seconds per level and I must just be out of the loop as to how time is
flowing here because that seems negligible in regards to working with
any of that type of spell.

Specifically I am looking at enlarge person, jack my self to 12' and
walk across the river but in 3 minutes do I have enough time?

Pleaz let me knows,
Kevin

Game Master

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Oct 29, 2009, 12:09:39 PM10/29/09
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Morning Kevin,

Well So far I'm not all together impresses with how they explain time,
or the lengths that they go to explain time in 3.5. One thing they do
make clear however, on page 135 of the players handbook, is that there
are 6 seconds to every gaming round.

ROUNDS
Combat occurs in rounds. In every round, each combatant gets to do
something. A round represents 6 seconds in the game world.

Any attempted crossing of this particular river would be a battle for
survival, and would be treated as combat. Keep in mind that there are
a lot of variables here, river temperature is in the low 50's, the
current is very strong, the water is very deep and the chain clearly
drops into the water - not just below the surface. An attempted
crossing would be a battle for every foot, one miss-step could have
you going down stream...way down stream. :)

Game Master

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Oct 30, 2009, 12:58:30 PM10/30/09
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I did a little extra research on this....

Enlarge Person lasts 1 min x your level = 3min

3min = 30 six second rounds

Effects of spell are…

This spell causes instant growth of a humanoid creature, doubling its
height and multiplying its weight by 8. This increase changes the
creature’s size category to the next larger one.

The target gains a +2 size bonus to Strength, a –2 size penalty to
Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC
due to its increased size.

On Swimming...

SWIM (STR; ARMOR CHECK PENALTY)
Using this skill, a land-based creature can swim, dive, navigate
underwater obstacles, and so on.

Check: Make a Swim check once per round while you are in the water.
Success means you may swim at up to one-half your speed (as
a full-round action) or at one-quarter your speed (as a move action).
If you fail by 4 or less, you make no progress through the water. If
you fail by 5 or more, you go underwater. If you are underwater,
either because you failed a Swim check or because you are swimming
underwater intentionally, you must hold your breath. You can hold your
breath for a number of rounds equal to your Constitution score, but
only if you do nothing other than take move actions or free actions.
If you take a standard action or a full-round action (such as making
an attack), the remainder of the
duration for which you can hold your breath is reduced by 1 round.
(Effectively, a character in combat can hold his or her breath only
half as long as normal.) After that period of time, you must make a DC
10 Constitution check every round to continue holding your breath.
Each round, the DC for that check increases by 1. If you fail the
Constitution check, you begin to drown (see Suffocation and Drowning
in the Dungeon Master’s Guide).

The DC for the Swim check depends on the water, as given on the
table below.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 20*

*You can’t take 10 on a Swim check in stormy water, even if you aren’t
otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6
points of nonlethal damage from fatigue.

Action: A successful Swim check allows you to swim one-quarter of your
speed as a move action or one-half your speed as a full-round
action.

Special: Swim checks are subject to double the normal armor check
penalty and encumbrance penalty (see pages 123 and 162).
For instance, full plate incurs a –12 penalty on Swim checks instead
of –6.

KEVIN - In this case we'd be talking about a stormy water DC, and an
additional Constitution check for the sapping of strength that would
occur for every round your in the frigid water. DC would start at 10
and go up in increments of 5 every 2 rounds. For every failure 1d6
points of nonlethal damage from fatigue until you pass out and are
swept down river...of course then there would be the drowning... :(

Let me know if your still interested...I'd definitely award experience
points for this...course I might make you take a temporary deduction
in Wisdom. :)
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