When gamers imagine an attack in a game like Dungeons & Dragons, they picture a wind up and sword swing, perhaps one second of motion. So two combatants only need a few seconds to trade blows, even with extra attacks. But in the Advanced Dungeons & Dragons Player’s Handbook (1978) Gary Gygax wrote that a combat round lasted a full minute, surprising gamers used to the 10-second rounds in the D&D Basic Set (1977). AD&D’s 1-minute round originated with the original D&D release (1974). Nonetheless, minute-long rounds failed to match our imagination. Rather than making battles “fast and furious” like Gary claimed in the little, brown books, the time scale suited underwater ballet.Gary brought 1-minute rounds from the Chainmail miniature rules, where armies needed minutes to mount attacks. By keeping the same time scale, a clash of armies on a sand table could zoom into D&D fights where battlefield champions faced off. Another early roleplaying game, Chivalry & Sorcery (1977), shows even more interest in fitting individual combat within warring armies on a battlefield. After 15 pages of rules in minuscule 5-point type for staging wars at 25mm scale, the game finally covers single characters. “There are 2 combat turns in every 5-minute game turn.” The game’s 2-and-a-half-minute rounds last almost as long as a boxing round. Most weapons allow three attacks or “blows” per round. C&S archers armed with bows can fire once every 75 seconds. Do archers craft their own arrows between shots?
In “Bows,” published in The Dragon issue 39, William Fawcett wrote, “A trained Mongol horse archer could fire from three to five arrows per minute, and longbowmen have been attributed with volleys of six or more arrows per minute.” D&D archers firing twice a minute never came close.
Miniature warfare aside, surely Gary liked how nicely a minute fit with the 10-minute turns used during a dungeon crawl. Every modern D&D player has finished an epic fight that spanned hours of real time, realized the showdown only lasted 60 seconds in game, and then felt shocked. In original D&D, a fight could easily take less real time than game time. As the lone author of Advanced Dungeons & Dragons, Gary stuck with his preference for 1-minute rounds.
In The Dragon issue 24, dated April 1979, Gary tried to bridge the gap between gamers’ imaginations and his 1-minute combat round. “If the participants picture the melee as somewhat analogous to a boxing match they will have a correct grasp of the rationale used in designing the melee system. During the course of a melee round there is movement, there are many attacks which do not score, and each to-hit dice roll indicates that there is an opening which may or may not allow a telling attack.” His Dungeon Master’s Guide (p.61 and p.71) mounts a similar defense of the counter-intuitive duration.
Despite the explanation, most gamers favored much shorter rounds, as did newer roleplaying games. TSR’s own Metamorphis Alpha (1976) used 10-second rounds—nobody thought pulling the trigger on a laser pistol might take 60 seconds. Widely circulated house rules like Warlock (1975) from Caltech also settled on 10-second rounds.
Steve Jackson and Steve Perrin brought their experience battling with blunt weapons in the Society for Creative Anachronism to the combat rules they designed. Jackson’s Melee (1977) opted for 5-second rounds, while Perrin’s popular house rules The Perrin Conventions went with 10 seconds. Perrin’s Runequest (12-second rounds) would advertise a combat system “Based upon 12 years of actual hand-to-hand combat by the author while in the SCA.”
J. Eric Holmes editor of the D&D Basic Set (1977) came from a gaming community that favored the Warlock rules and its 10-second rounds. He surely saw Metamorphis Alpha too. In his manuscript for the Basic Set, he writes, “Each round consists of an exchange of two blows with ordinary weapons,” so his version of a round matches the popular conception. Naturally, he selected 10-second rounds for his presentation of D&D. Gary either overlooked the change to shorter rounds or chose not to object. TSR kept printing versions of basic D&D until the Dungeons & Dragons Rules Cyclopedia ended the line in 1991. The 10-second round stayed in every version.
Meanwhile, the designers of second-edition AD&D (1989) dutifully stuck with 1-minute rounds even though that meant writing a quarter-page defense in the edition’s Player’s Handbook. “An action that might be ridiculously easy under normal circumstances could become an undertaking of heroic scale when attempted in the middle of a furious, heroic battle.” As an example, the text spends four paragraphs describing the lengthy process of spending a minute drinking a potion. Apparently, potions must go into a backpack and not into handy little pockets.
Third-edition D&D (2000) dropped the AD&D brand and gave designers a chance to abandon the 1-minute round in favor of something intuitive. “It could have been a 6-second round or a 12-second round,” lead designer Jonathan Tweet recalled in a discussion. “How long does it really take to get a potion out of your backpack?”
“We were talking about how much you can accomplish in a round, what you can do with an action, and there was some contention between Jonathan, Skip [Williams], and I about what you could actually realistically do,” designer Monte Cook said. “We had a stopwatch and Jonathan had to mime all the different actions that were in the Player’s Handbook and see whether he could accomplish them within a round.” The team settled on the 6-second rounds that the fifth-edition game still uses.
Unless gamers quibble about realism and the stopwatch timing of a 30-foot move, a round’s duration seldom matters. Both D&D and AD&D played fine despite the sixfold difference in time scale. However, game time matters when players need to figure out what non-combat activities characters can accomplish in six seconds. And for that, a longer round probably plays better. For GURPS, Steve Jackson opted for 1-second rounds, which hardly allows time for anything other than emptying magazines and hacking like a lumberjack. Gary picked 1-minute rounds because it played well alongside warring armies and dungeon crawls.
Although the third-edition designers took pains to find a time span that seemed realistic, modern versions of D&D favor allowing characters to accomplish an unrealistic amount in 6 seconds because it adds fun. Could anyone really make multiple attacks, move, react, and also drink a potion in a 6-second span? D&D 2024 heroes can because players liked drinking potions as a bonus action. Not so long ago, similar characters needed a full minute just for the drink. Of course, no one swallowed that either.
I always ruled in AD&D and 2nd edition that a round didn’t necessarily last a minute – they just lasted a “round.” At the conclusion of combat, I would say one turn had passed, unless the the fight was particularly long (such as a battle in one of the elemental temples from T1-4).
I prefer the 5e rules.
I like the 10 second round used in the classic D&D line. The biggest problem with the post-3e round is not that it’s 6 seconds (which I do think is a little short for many actions), but that the turn-based initiative leads the round to be perceived as much longer than it is, with each character seeming to get its own 6 second slice in sequence. And so you get thought experiments like the “peasant railgun” that illustrate the problem.
I try hard to reinforce the “everything is happening almost simultaneously” idea, and discourage players from reacting to things that “just happened” but it’s a hard sell telling the cleric that they can’t heal the fighter who just fell unconscious that round on a higher initiative count.
I like the 10 second round used in the classic D&D line. The biggest problem with the post-3e round is not that it’s 6 seconds (which I do think is a little short for many actions), but that the turn-based initiative leads the round to be perceived as much longer than it is, with each character seeming to get its own 6 second slice in sequence. And so you get thought experiments like the “peasant railgun” that illustrate the problem.
I try hard to reinforce the “everything is happening almost simultaneously” idea, and discourage players from reacting to things that “just happened” but it’s a hard sell telling the cleric that they can’t heal the fighter who just fell unconscious that round on a higher initiative count.
Give him a Pulitzer for that last sentence