Movement Speeds and Dungeoneering
Unfortunately, OSR has a bit of a problem in its dungeoneering rules. As Delta points out in this blog post , the source material for OD&D (Chainmail) used 1 minute turns in 1:1 combat, but a mistake was made moving things over to the new game giving us the 10 minute turn. The two most notable issues this causes is that spells last significantly longer than they were balanced for and that adventurers explore dungeons incredibly slowly (120 ft per 10 minutes is about 0.14 mph). The naive solution to this is to simply revert back to using 1 minute turns as should have been done originally. While this does solve both of the main problems of the 10 minute turn, it also has the unfortunate side effect of entirely breaking the dungeoneering rules which heavily rely on a 10 minute turn. After all, it would be a little strange to be checking for encounters every 3 minutes and resting for 1 minute out of every 6. Never mind the horrors that result if you were atte...