DND_Reborn
The High Aldwin
Disclaimer: Like much of what I do, I don't expect widespread acceptance of this idea. However, if you feel compelled to tell me you don't like the idea, feel free to do so, but since this is a (+) thread, please do not argue against the concept beyond your initial response. Thank you.
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Ever since d20 systems rolled out, I have not been a fan of ASI due to leveling. IME most games run at a pace that gaining ASIs while leveling makes little sense, and a lot of assumptions have to be used to justify the increase in the core ability scores. For the most part, the ASIs are simply put in so characters can help keep pace with more powerful foes and more difficult challenges. IMO, that sort of improvement should come from proficiency really, not given an extra "boost" via ASI. The choice of using your ASI for an ability improvement vs. a feat is also an issue. I am all for difficult design choices, but I would rather the choice simply be which feat to take.
However, the idea of improving during downtime through training, study, etc. has always made more sense to me. After all, if I spend time exercising and lifting weights, I can increase my Strength. If I spend time studying or gaining new knowledge, I become more Intelligent. If I work on spending time making friends, reflecting on who I am, etc. I can gain Charisma. And so on.
Downtime is also not used as much as I would (personally) like to see in most games--but that is just a matter of my preference and I completely understand groups that prefer faster-paced adventures where one event rolls into the next quickly.
At any rate, I was thinking of implementing the following system and would like feedback:
Downtime Activity - Ability Training (draft #1)
You can spend time between adventures on self-improvement, using the time to try to increase an ability score of your choice. The time must be spent in activities related to improving the chosen ability.
The base training time is a number of workweeks (5 days) equal to your current ability score and costs you 1 gp per day of training, plus any expenses you have for living costs (minimum 1 gp per day for a modest lifestyle). At the end of the time, you roll a d20. If the roll is equal to or higher than your current score, you succeed and raise your ability score 1 point. You do not add any modifier or bonus to this roll, with the exception of additional training time.
You can spend another 5 days training to gain a +1 bonus to the d20 roll, to a maximum of 25 days (+5 bonus). You must pay an additional 1 gp per day for training and your lifestyle (minimum 1 gp per day) for the additional training time.
You can also hire a trainer/tutor. This doubles your cost, but includes paying the living expenses for your trainer/tutor. Another PC can serve this role, but the addition cost remains the same.
If you fail, you can try again but must start over. If you fail trying to improve an ability score three times in a row, you can no longer try to improve that ability (you have reached your peak). You can still increase your ability through magic and similar means, however.
That is it for the first draft. Below is any example of the current draft in use:
Your total cost is 360 gp and you spend 18 workweeks (90 days) with the other PC, practicing balance, coordination, and other tasks. You are finally ready to make your d20 roll, with advantage since you were trained, and a +5 bonus due to the extra training time. You have to roll a total of 13 or better with your +5 bonus, so a roll of 8 or higher on either die will give you a success (this gives you about an 88% chance of raising your DEX from 13 to 14).
If any of this seems too complex, the down-and-dirty system is summarized as:
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Ever since d20 systems rolled out, I have not been a fan of ASI due to leveling. IME most games run at a pace that gaining ASIs while leveling makes little sense, and a lot of assumptions have to be used to justify the increase in the core ability scores. For the most part, the ASIs are simply put in so characters can help keep pace with more powerful foes and more difficult challenges. IMO, that sort of improvement should come from proficiency really, not given an extra "boost" via ASI. The choice of using your ASI for an ability improvement vs. a feat is also an issue. I am all for difficult design choices, but I would rather the choice simply be which feat to take.
However, the idea of improving during downtime through training, study, etc. has always made more sense to me. After all, if I spend time exercising and lifting weights, I can increase my Strength. If I spend time studying or gaining new knowledge, I become more Intelligent. If I work on spending time making friends, reflecting on who I am, etc. I can gain Charisma. And so on.
Downtime is also not used as much as I would (personally) like to see in most games--but that is just a matter of my preference and I completely understand groups that prefer faster-paced adventures where one event rolls into the next quickly.
At any rate, I was thinking of implementing the following system and would like feedback:
Downtime Activity - Ability Training (draft #1)
You can spend time between adventures on self-improvement, using the time to try to increase an ability score of your choice. The time must be spent in activities related to improving the chosen ability.
The base training time is a number of workweeks (5 days) equal to your current ability score and costs you 1 gp per day of training, plus any expenses you have for living costs (minimum 1 gp per day for a modest lifestyle). At the end of the time, you roll a d20. If the roll is equal to or higher than your current score, you succeed and raise your ability score 1 point. You do not add any modifier or bonus to this roll, with the exception of additional training time.
You can spend another 5 days training to gain a +1 bonus to the d20 roll, to a maximum of 25 days (+5 bonus). You must pay an additional 1 gp per day for training and your lifestyle (minimum 1 gp per day) for the additional training time.
You can also hire a trainer/tutor. This doubles your cost, but includes paying the living expenses for your trainer/tutor. Another PC can serve this role, but the addition cost remains the same.
If you fail, you can try again but must start over. If you fail trying to improve an ability score three times in a row, you can no longer try to improve that ability (you have reached your peak). You can still increase your ability through magic and similar means, however.
Design Note: ASIs gained by classes are always feats now. Also, all half-feats which grant a +1 ASI have been remade into full feats. So, feats no longer grants any ASIs.
That is it for the first draft. Below is any example of the current draft in use:
- You want to improve your Dexterity 13 to 14. The base time is 13 workweeks or 65 days (15 x 5) and will cost you 130 gp (1 gp per day of training and 1 gp per day for living costs).
- The number you will have to roll on the d20 is 13 (the current score).
- Another PC (DEX 18) has agreed to spend her downtime training you, so you have advantage on the roll. However, this will cost you another 130 gp.
- Finally, you have the time and money and decide to spend another 25 days (the maximum) on training, adding +5 to your roll. However, that increases your final cost by 100 gp (another 50 gp for your living expenses and training time, then doubled due to your trainer's help).
Your total cost is 360 gp and you spend 18 workweeks (90 days) with the other PC, practicing balance, coordination, and other tasks. You are finally ready to make your d20 roll, with advantage since you were trained, and a +5 bonus due to the extra training time. You have to roll a total of 13 or better with your +5 bonus, so a roll of 8 or higher on either die will give you a success (this gives you about an 88% chance of raising your DEX from 13 to 14).
If any of this seems too complex, the down-and-dirty system is summarized as:
- time (in days) = current score x 5
- extra time = 5 days per +1 (max +5 for 25 days)
- cost = total days x 2 (assuming modest lifestyle minimum)
- trainer doubles cost but grants advantage
- roll must equal current score or better
- time (in days) = 13 x 5 = 65
- extra time = 25 days for +5, total time is thus 90 days
- cost = days x 2 or 180 gp (minimum)
- trainer doubles cost = 180 x 2 or 360 gp.
- roll must be 13 or higher with +5 bonus
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