The Dungeon Master is responsible for keeping a track of game time. Inside the dungeon, a normal turn is ten minutes (600 seconds) long (adventure time). A normal turn is determined by the distance the slowest party member can travel, see Movement in the Dungeons & Dragons 5th edition Player's Handbook. The table below is an example of travel overland these speeds may be reduced for travel through tight corridors in a dungeon.
Travel Pace and Effects
| - ||Minute||Hour||Day|| - |
|Fast||400 feet||4 miles||30 miles|| - minus 5 penalty to passive Wisdom (Perception) scores|
|Normal||300 feet||3 miles||24 miles|| - |
|Slow||200 feet||2 miles||18 miles|| - Able to use Stealth|
lf fighting should occur, the time reference shifts to combat rounds of 6 seconds each. combat rounds are used to simulate the quick exchange of blows in combat. For convenience, a DM should consider one entire combat* to last long as one normal turn (that is, 10 minutes), no matter how many melee rounds the combat actually took. The extra time is spent recovering one’s breath, collecting thrown weapons, etc. The actual (clock-time) length of a turn varies. A turn might take longer than ten actual minutes, especially if a long combat has taken place. On the other hand, a turn may be quite short in actual time, if the party is heading back through a familiar area. In general, a party should short rest (take 1 hour to eat, relax, and bandage their wounds) after every strenuous encounter. Cautious player characters will rest in shifts, with one or more always awake and alert watching for danger. Remember that player characters heal completely with a long rest, 8 hours of light activity and sleep, and can gain the benefits of a long rest only once for every 24 hours.