Rules

Enchanted Realms Rulebook

 
 The Fantasy World 
  
 

Daily Time Usage

While there are twenty-four hours in the day, a good portion is used sleeping and resting. Another part is used for packing, preparing, eating and other routine chores. From the point of the game, this averages out that a character has effectively eight hours of usable time. This is for travel, research, training, projects or whatever. However, because elves do not sleep, they can function more hours of the day than other races. To achieve a long rest, they only need four hours of meditation; however, two further hours of light activity must also occur. In the end, an elf can perform a ten-hour day rather than eight.

To calculate the efficiency of an elf, calculate the total number of hours of the activity, then divide by ten rather than 8. If the activity is listed in days, it is assumed to be eight-hour days; therefore, multiply 8 times days to determine the total number of hours. For example, if an architecture project cost 100 labor-days, then this would be an 800-hour project. If this were performed by a single elf, it would take 80 days rather than 100. In general, 0.8 times normal give the time needed for an elf; however, in projects when working with other races, a more complicated formula may be needed. Project calculations are detailed in the GM Aide.

However, one should realize that an elf, while being more active, cannot speed up time itself. For projects like brewing where the batch requires n-number of days to fertilize, then an elf performing such tasks cannot create them any faster than any other race.

Finally, more time can be used than eight (or ten) hours; however, when forcing to gain additional time beyond a normal day is requested by a player, for many possible reasons, then the forced-march guideline is used (although the extended activity may not actually be a march). For each additional hour of activity, the character must perform a Resilience feat based on DC:16. However, for each consecutive hour of extra activity increases the DC by 2 points. If failing that feat, one degree of exhaustion sets in. Also, a free-willed character will stop for the day when failing - although if being forced to march by slave-drivers, then another hour could occur. These odds of health concerns apply to mounts as well. A mount that is not charmed or possessed is considered a free-will creature who will stop upon failure.

Therefore, if a person works for nine hours (eleven for an elf), he or should must save using Resilience against DC:16. If saving and working another hour, the next save is against DC:18. And so on.

Finally, an additional risk when pushing past the limits is exposing everyone in the immediate area to disease, including the mounts and other pets. As explained elsewhere, diseases are created, not from germs as here on Earth, but rather through a more miasmatic process. For each additional hour, there is a 5% chance (“natural 1” on a d20) for one creature of every one hundred in the area to have to roll against a random disease chosen by the GM. If there are fewer than one hundred beings, then the odds are the same, but only checked every 2 hours of forced march. Should someone or something actually contract a disease, then its method of spreading to others is as its description will explain.