I want to avoid dealing with lots of numbers or formulas for tracking things like spell durations and weapon ranges. At the same time, I think durations and distances make good limiters on characters’ actions and create interesting decision points so I don’t want to get rid of them completely. Here’s how I’m thinking of handling these mechanics:
Duration
I like two very different methods for handling duration:
like Magic: the Gathering, or
like Index Card RPG.
In the Magic: the Gathering method effects either resolve immediately or last until the end of the game. It’s simple and intuitive: a fireball is instant, a protection enchantment is permanent.
Index Card RPG uses timers, usually a four-sided die rolled to determine how many rounds until something happens.1 The die is decremented each round until the effect ends or the event happens. This method adds uncertainty and tension to gameplay.
I’m considering a hybrid model that extends the Magic method and still allows for timers like the ICRPG method like this:
Instant: the effect resolves immediately.
Round: the effect persists until your next turn.
Scene: the effect persists until the scene ends.
Session: the effect persists until the current game session ends.
Permanent: the effect persists until dispelled.
Timed: the effect has a timer and persists a certain number of rounds, scenes or sessions.
This method is more complex than the Magic method but hopefully still intuitive. I’d probably use Instant and Scene durations for player-created effects and keep the other options available for referee use. On the other hand I might use the Magic method as the default and this method as an optional rule for groups who want a (slightly) crunchier game.
Distance
Again I have two methods that I like:
the Index Card RPG method, and
the Fate Condensed method.
ICRPG represents distances as Close, Near and Far.
Close: can be reached without moving.
Near: can be reached and interacted with in a single turn.
Far: can be reached by using a full turn to move, but cannot be interacted with on the same turn except by ranged effects.
Out of Range: cannot be reached in a single turn of movement and no effects can reach.2
Fate Condensed divides space into discrete sections called Zones.
A character can interact with anything in their current zone on their turn.
A character can move to an adjacent zone on their turn. If nothing impedes them, they can both move and interact with anything in the adjacent zone. Ranged effects can also interact with adjacent zones.
A character can move to any zone in the area by using their full turn to move.3
The two methods are very similar in how a character can move and interact with the distance but I don’t think they are exactly the same. I feel like Close, Near, Far leans toward distance as a measurement while Zones lean toward narrative landmarks.
Strangely, the two distance methods are harder for me to reconcile than the duration methods. Maybe I’m overthinking it, but I don’t feel settled about how I want to handle it yet.
Other Thoughts
How Kane’s Kiln uses ICRPG timers:
Kane’s Kiln describes Close, Near and Far in ICRPG:
Sly Flourish’s take on Zones: Zone-based Combat in D&D
Professor Dungeon Master uses ICRPG-like ranges as zones in his dungeon terrain:
Runehammer Games. Index Card RPG Master Edition. Lithuania, Modiphius Entertainment, 2022 (pp. 92, 106–107)
Ibid., p. 14
Amazing Rando Design. Challenges, Conflicts, and Contests. Fate SRD. https://fate-srd.com/fate-condensed/challenges-conflicts-and-contests#zones