![]() I believe it's in the DMG in the section about traveling.)ġ0 minutes is a reasonable amount of time to cover 2 battles in close proximity. (The rules say this somewhere, I'll try to add a reference later. The other 8 hours (those not spent as part of a long rest) are assumed to be setting up and tearing down camp, cooking, tending equipment, etc. To address your doubts about those numbers:Ĩ hours is reasonable for the amount of time a party spends exploring a dungeon or traveling. Specifically, spells lasting for the number of encounters suggested have seemed balanced against spells that last 1 minute. In my experience, I've used exactly the numbers you've proposed with no problems arising. In this case, "until next short rest" would be somewhere between 2 and 3 encounters, and "until next long rest" would be the whole 6 to 8. One could show that a heuristic is "reasonable within the system" by showing how a spell (or spells) of some duration is balanced if it lasts for some number (1, 2, 1.5, etc.) of encounters on average in the recommended 6 to 8 encounters a day ("The Adventuring Day", DMG pg 84). But, since that might be hard, as a DM, I'll settle for any heuristic that has been tested or can be shown to be reasonable within the system. 10 minutes = 2 encounters).Īs a player, I'd be looking for some sort of rule in a book, or developer commentary I could point a DM to. 8 hours is the length of a normal work day, but an adventurer has 16 hours of waking time a day (with 2 short rests mixed in), so does mage armor last all day, or do you need 2 of them?), and others are just a random guess (i.e. ![]() Those numbers were my first takes at estimates, but some seem inconsistent depending on which way you look at it (e.g. ![]() Is there any sort of heuristic (like 1 minute = 1 encounter) for spells of other durations? Something of the form: So how do I know when these spells should run out? But in encounter heavy areas (like a dungeon), it's a different story.Įven the shortest of these lasts an extraordinarily long number of rounds (100!), and I don't track time between encounters with that much granularity. I can just give a guess at what the wizard is able to accomplish with help from an earth elemental for an hour. In down time, an estimation of how long these spells last is good enough. However, there are other durations of spells: mage armor lasts 8 hours, conjure elemental lasts 1 hour, and shield of faith lasts 10 minutes. Open the Options.ini file and edit Resolution = 1920 1080 to your screen resolution and save.įor more information about the installation of BFME 2 and ROTWK visit Revora forumsįor more help on ROTWK 2.In my time playing and running 5e D&D, I've noticed that giving a spell a duration of 1 minute seems to be a polite way of saying "This spell lasts for the entirety of this encounter, but won't last into the next one." ![]() Download Options.ini and put it in the folder. Search for the My The Lord of the Rings, The Rise of the Witch-king Files folder there (or create a new folder). This will open the folder location C:\Users\username\AppData\Roaming in the Windows Explorer app. To set up your screen resolution click Start and type:.Patch 2.02 includes no-cd fix and widescreen fix. Download the Rise of the Witch-King Patch 2.02 v8.3.0: HERE Download the Rise of the Witch-King Patch 2.02 v8.0.0: HERE Download the Rise of the Witch-king v2.01 Patch in your language: HERE Install all three patches, in the order below.(Look at the end of the article for more info) Use the BfME 2 Patch 1.09 Switcher to change to version 1.06. RotWK 2.02 needs BfME 2 and patched to version 1.06 installed.
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