Alternative Time on the Planes
Roll a 1d21 = 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
|
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.
ReplyDeleteIn 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.
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.
Delete