Alright, so dumb question. Imagine a location in which there is a wandering monster roll each turn. Regular patrols or lots of activity or something...
If one calls each combat one turn, you get stuck, don't you? Have a combat, recover and loot the bodies, then deal with the next wandering monster, repeat. You never move anywhere.
In this situation, I imagine the characters might need to stay in rounds to move, or perhaps we could posit a "quick recovery" where combat counts as less than a turn, but adventurers are down something... fatigued and at -1, as if they hadn't rested after 50 minutes, for example.
Other suggestions?
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Just because a wandering monster is around doesn't mean there has to be a confrontation. Like, if it spawns 100' away the players have some time to hide/sneak away.
You could add the rule that you can do combats quicker than 1 turn if they don't loot the bodies and get a -1 penalty to hit and damage till they rest for 1 turn because of fatigue and loose armor straps.