Rya.Reisender
Explorer
Since the duration of a rest is always listed as "at least x hours", I'd say a whole downtime episode is a single long rest, so you won't recover any abilities until you resume adventuring.
It's really not that bad. It's just that there are a lot of moving parts, because there are a lot of options available, and sometimes they can have unexpected interactions.Yikes! I've never played GURPS, but it sounds like a slog.
Does that really make much difference for downtime activity that requires rolls? A lot of downtime activity takes longer than several days after all.I'd allow it, but I use 1 week long rests. The game seems to work much better that way.
For my campaign, I rule that ability checks are made at an indeterminate moment over the duration of the activity. In the case of downtime activities, that would be an indeterminate moment over the work week (or weeks).By RAW it seems that players should be able to use the lucky feat or the Wizard School of Divination Portent Feature for skill checks required by downtime activities. However, given the ample opportunity for long rest during extended downtime, is this not almost guaranteeing good results?
I have a player who is considering a build that will have both. That's 5 re-rolls per long rest, two of which can be used for one check.
With XGE variants there is at least "complication" rolls, which the Lucky Feat won't help with.
I'm inclined to allow it because I like to follow RAW and I also like the idea of the trope of the lucky sob who is always finding what he needs and getting good deals. I don't think it would break anything, but this is the first campaign where downtime with figure prominently.
Has anyone used a lot of downtime activities where characters made heavy use of the lucky feat? How did that impact the game?
Does that really make much difference for downtime activity that requires rolls? A lot of downtime activity takes longer than several days after all.
[MENTION=6796661]MNblockhead[/MENTION]
I'm curious what kind of activity your players are doing that requires rolls and you consider problematic if they allowed to apply lucky each time?
That's not a core rule, right?Most importantly, training is required to level up. The base cost and time for training is modified based upon a number of skill checks relevant to your class.
I've been thinking about training. I like the sound of skill checks for time and costs, applied in the following way.Downtime and resource management will figure heavily into this campaign. Most importantly, training is required to level up. The base cost and time for training is modified based upon a number of skill checks relevant to your class. The campaign will also use the Rivals mechanics from XGE and so some of the social intrigue downtime activities may become important.