Adventuring Basics
Outside of combat, your adventure unfolds in a more flexible timeline.
Time Scales
- Round: 6 seconds during combat.
- Minutes or hours: Exploring dungeons, traveling roads, or interacting in towns.
- Days: Long journeys across the wilderness.
Movement
Your speed determines how far you can move:
- In combat: Your speed in feet per round (usually 30 feet).
- Traveling: Your travel pace determines daily distance.
- Fast pace: 400
ft/minute, 4mi/hour, 30mi/day (harder to notice threats). - Normal pace: 300
ft/minute, 3mi/hour, 24mi/day. - Slow pace: 200
ft/minute, 2mi/hour, 18mi/day (can move stealthily).
- Fast pace: 400
Difficult terrain (rubble, thick undergrowth, steep stairs) halves your speed.
Tip: Use the jump calculator to determine how far you can leap based on your Strength score.
Light and Vision
Light conditions affect what you can see:
- Bright light: Normal vision, like daylight or within torch radius.
- Dim light: Disadvantage on Perception checks, like twilight or edge of torchlight.
- Darkness: Can't see without darkvision or a light source like a torch or lantern.
Staying Alive
Your character needs basic sustenance:
- Food: About 1lb per day.
- Water: 1gal per day (2gal in hot weather).
Going without food or water for multiple days causes exhaustion - a stacking condition that can eventually kill you.
See food, drink, and lodging for costs.
Resting
Resting lets you recover from injuries:
- Short rest: At least 1 hour of rest. Spend Hit Dice to regain hit points.
- Long rest: At least 8 hours of sleep. Regain all hit points and half your maximum Hit Dice.
You can't benefit from more than one long rest in 24 hours.
Back to basics: Review What Is D&D? to refresh on the core concepts.
- name Adventuring Basics
- type intro