You guys will only interact with the system you put in now on a fluff basis anyway.
... How? If spells durations don't change (and I can't see why us making clocks would change the laws of the universe) you'll end up with a lot of spells having weird lengths of time. Whereas if you keep the 24 hour clock all the times come out to nice even units.

All intervals of time are arbitrary to an extent, at least using spells lengths (which are an observable constant) to calibrate stuff makes it easy to correct any confusion.
 
... How? If spells durations don't change (and I can't see why us making clocks would change the laws of the universe) you'll end up with a lot of spells having weird lengths of time. Whereas if you keep the 24 hour clock all the times come out to nice even units.

All intervals of time are arbitrary to an extent, at least using spells lengths (which are an observable constant) to calibrate stuff makes it easy to correct any confusion.

I would simply write them out in ordinary increments and the change to the local system will be a matter of translation convention unless it is somehow relevant to the action
 
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What's the advantage?
That at some point, that stupid 24 hour system will be dropped in favor of sensible decimal timekeeping.
Yes out time is derived from the babylonians. But they were pretty bloody good at math for such an old civilization. The choose 60 for good reason. Mainly its super easy to divide into many smaller portions.

It's really not more efficient and cleaner to use decimal.

This is coming from someone that has had to consider time zones and timekeeping when writing software.
Take it from someone that is working with time when writing software and had brushes with it in academic contexts and let me tell you that decimal time works significantly better. There is no logical reason for 60, except cultural inertia. Which Planetos lacks.
 
@Goldfish, can we have at least a dual system like ancient china used? Both decimal and nonsense intervals existing co-equally.
Sorry, dude, but I don't see the advantage.

Planetos runs on D&D time for all intents and purposes, which is the good ole 24:60:60 scale.

It's how a lot of magic is measured, too, so it may as well be one of the underpinnings of reality.
 
would simply write them out in ordinary direction and the change to the local system will be a matter of translation convention unless it is somehow relevant to the action
But that is an extra superfluous step, and it makes things harder to track in universe. It means that spellcasters in universe suddenly have to track thier spells in odd units.

There is no logical reason for 60, except cultural inertia. Which Planetos lacks.
That and the fact that the fundamental laws of the universe on planetos are written with a 24 hour clock in mind.
 
Hmm on the one hand, time zones can serve a purpose in standardizing the 'local time' because if we don't standardize it it's likely to pop up anyway on an ad hoc basis. On the other hand introducing "Imperial Time" as a single, straightforward standard will make it much simpler to coordinate things over large distances. Speaking as someone who's job regularly involves coordinating people across multiple timezones and countries, my headaches would go down substantially if 15:00 was 15:00, you know?

Random client: The meeting is at six.
St: So that would be when for me?
Random client: Six?
St: *barely contained howl of pure rage and frustration*

:V



[X] Goldfish

I'm not seeing any reason to cause an extra step of detail when our spells all work on minutes/hours. Especially when you'd be redefining what an hour meant vs the D&D hour. Just seems pointless complexity to me.
Adhoc vote count started by Snowfire on Mar 7, 2019 at 4:23 PM, finished with 95 posts and 11 votes.

  • [X] Plan Doing Proper Time - Goldfish Version
    -[X] Divide the day into 24 hours, each hour into 60 minutes and every minute into 60 seconds.
    -[X] The time of 0.0.0 is defined as the sun standing in it's zenith above Sorcerers Deep. Commission a sun dial that will be set in the University Square to measure that exact time.
    -[X] Commission clock-towers for SD, Tyrosh, Lys, Myr, Mantarys and Tolos who all display the time for everyone to see.
    -[X] There will be no time-zones or similar shenanigans, so that nobody has to do any conversion for long-distance communications or trade.
    -[X] Fund a group of engineers, mathematicians, and mages to conduct research into lowering the cost of time keeping instruments to make them more affordable, with both magic and mundane solutions being explored.
    [X] Plan Doing Proper Time
    -[X] Divide the day into 10 hours, each hour into 100 minutes and every minute into 100 seconds.
    -[X] The time of 0.0.0 is defined as the sun standing in it's zenith above Sorcerers Deep. Commission a sun dial that will be set in the University Square to measure that exact time.
    -[X] Commission clock-towers for SD, Tyrosh, Lys, Myr, Mantarys and Tolos who all display the time for everyone to see.
    -[X] There will be no time-zones or similar shenanigans, so that nobody has to do any conversion for long-distance communications or trade.
 
Not quite. While the 24 hour day is indeed enshrined most people do not care about minutes or seconds. At most they measure small increments of time in heartbeats... with predictable results.
The people might not, but the rules do. Example: with the decimal system, How long does mage armor last if cast by a wizard who just got 3rd circle spells?
 
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[X] Goldfish

I get that the 24 hour system might not be the most efficient thing ever, but it seems like a big change both for the people and for the players to get used to for a benefit I don't really get. If it ain't broke, don't fix it.
 
In the abstract Azel is right, decimal time is much cleaner. Sadly the system we're using makes it a headache, and it would be more of a pain for lots of the participants to wrap thier heads around besides.
 
[X] Plan Doing Proper Time - Compromise
-[X] Divide the day in two ways, one astronomical and one decimal, like Yi-Ti does.
--[X] Astronomical: 24 hours, 60 minutes, 60 seconds
--[X] Decimal: Divide the day into 10 hours, each hour into 100 minutes and every minute into 100 seconds.
-[X] The time of 0 is defined as the sun standing in it's zenith above Sorcerers Deep in both countings. Commission a sun dial that will be set in the University Square to measure that exact time.
-[X] Commission clock-towers for SD, Tyrosh, Lys, Myr, Mantarys and Tolos who all display the time for everyone to see.
-[X] There will be no time-zones or similar shenanigans, so that nobody has to do any conversion for long-distance communications or trade.
-[X] Fund a group of engineers, mathematicians, and mages to conduct research into lowering the cost of time keeping instruments to make them more affordable, with both magic and mundane solutions being explored.

@Goldfish, can we agree on having both and the player being perfectly and absolutely capable of ignoring the decimal version?
China was using this for literal millennia, so I don't see why we shouldn't do the same.
 
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Azel, would naming the decimal time units something else be a good idea? Same reason we don't have time zones, limits confusion.
"Strike in two hours."
"Understood sir!"
Later
"I meant decimal hours you idiot!"
 
Fuck it Azel. No compromise. If you return to your original idea, you will have my vote!
VIVE LA GLORIEUSE RÉVOLUTION FRANCAISE !
 
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