Time is divided into nested blocks, from largest to smallest:
A dungeon turn is the procedure used to advance time at any of the scales above. Players declare the action they will take, and the DM fills in the details and results of that action.
This structure exists so that chatty or dominant players don't take over the game and crowd out the participation of others.
Combat time advances continuously in one-second ticks. For table tracking, ticks may be grouped into ten-second clock blocks. A clock block is an organizational aid, not a round and not an action budget.
Action costs, in ticks:
| Action type | Tick cost |
|---|---|
| Normal action | 2 |
| Bonus action | 1 |
| Reaction | 1 |