Before starting to describe the rules of movement, it must be said that D&D is not distinguished by its realism, so the following rules have been adapted to make them a little more credible. For the rest, the mechanics hardly vary, and is even simplified. https://www.unearthedarcana.com/xanathars-guide-to-everything-pdf-dungeons-dragons-5e/ D&D distinguishes between round (10 seconds) and turn (10 minutes). While for rounds ( rounds ), the system works fairly well for shifts 10 minutes, if we follow the rules strictly, a PC exploring a dungeon advance 120 feet each turn, or what is the same, 36 meters in 10 minutes. Although in the D&D CyclopediaThey insist that this speed includes actions such as making maps of the dungeon, looking around the corners, and resting, the truth is that a snail can advance almost twice as fast (mathematically proven). So we will bypass the turn-based speed rules

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