Time

Time (p.39) md

The PHB’s time structure — segments, rounds, turns, and the broader divisions of in-game time — applies in Oath-Bound as a general framework. The segment as a precise sub-division of the combat round is not used. Oath-Bound combat does not operate at the level of granularity that segment-by-segment resolution requires, and removing it does not meaningfully affect how encounters play out.

Rounds and turns apply as written. The ten-minute turn for dungeon exploration, the one-minute combat round, and the broader time divisions for overland travel and campaign time are retained and function as described in the PHB.

The GM tracks in-game time as a campaign resource. Time passing has consequences — encampments need to be made, resources are consumed, wounds heal or fester, and the world continues to move while the characters are doing other things. These are not mechanical tables but qualitative considerations the GM applies as the fiction requires.