Most encounters will never go that long in terms of rounds (IIRC, my own experience was about 42-45 rounds once) and the additional left-over time is used for bandaging wounds, searching bodies, cleaning weapons, resting sore muscles, etc. So, what about spellcasting. A lot of combat-oriented spells or encounter-spells have a duration of 1-minute.. IE: Let's say it's 4 heroes vs 2 enemies. 1 enemy has a debuff that lasts a minute. Would the debuff last 10 rounds (aka 10*6 seconds=1minute) or would the debuff last (6*6=36, so 2 rounds) if we cycle through each person.

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18. In my time playing and running 5e D&D, I've noticed that giving a spell a duration of 1 minute seems to be a polite way of saying "This spell lasts for the entirety of this encounter, but won't last into the next one." However, there are other durations of spells: mage armor lasts 8 hours, conjure elemental lasts 1 hour, and shield of faith.. Changing the time factor of combat literally breaks 90% of spell casting and effects. It's not the kind of rule you can just fuck with and fake the rest. DMs should not break the rules unless they understand what it is they are messing with fully. Learn to walk before you try to pole vault. Debasque.