Saturday, September 21, 2013

Alternative Time on the planes

Alternative Time on the Planes 

Roll a 1d2
1 = Past
2 =Future



d%
Time on Material Plane
Time on Erratic Time Plane
01
DM’s Choice
DM’s Choice
02–05
1 day
1 minute
06–09
1 day
½ hour
10–15
1 day
1 hour
16–19
1 day
4 hours
20–25
1 day
6 hours
26–29
1 day
9 hours
30–35
1 day
12 hours
36–39
1 day
15 hours
40–45
1 day
18 hours
46–49
1 day
21 hours
50
1 day
1 day
51–55
1 minute
1 day
56–59
½ hour
1 day
60–65
1 hour
1 day
66–69
4 hours
1 day
70–75
6 hours
1 day
76–79
9 hours
1 day
80–85
12 hours
1 day
86–89
15 hours
1 day
90–95 
18 hours
1 day
96–99
21 hours
1 day
100
DM’s Choice
DM’s Choice

2 comments:

  1. Very cool addition. However, there is also a chaos aspect to take into account. In some cases, the time differentials are constant. So you can get injured here, jump to there, rest a week, and come back before anybody knows you were gone.

    In other cases, the differential may be variable: Leave. Take a breather...it's been a week. Next time, you leave, wait a few weeks hoping the problem will clear up in your absence, and return just as they are discovering the problem. Doh.

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    Replies
    1. While that may be cool in concept, I feel that the planes should be difficult to enter (or escape from!) due to the fact that the spell keys may be exotic, hard to come by, or simply obscure (I've started a list, I'll probably be posting later on, which details different spell keys.) And some of the planes may need multiple spell keys to get to.

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