Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Spending Downtime/ Training for ASIs (+)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DND_Reborn" data-source="post: 8637518" data-attributes="member: 6987520"><p><strong>Disclaimer:</strong> <em>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.</em></p><p></p><p>----------------------------------------------------------------------------------------------</p><p></p><p>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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>At any rate, I was thinking of implementing the following system and would like feedback:</p><p></p><p><strong>Downtime Activity - Ability Training (draft #1)</strong></p><p></p><p>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.</p><p></p><p>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 <em>equal to or higher</em> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>That is it for the first draft. Below is any example of the current draft in use:</p><ul> <li data-xf-list-type="ul">You want to improve your Dexterity 13 to 14. The base time is 13 workweeks or <strong>65 days</strong> (15 x 5) and will cost you <strong>130 gp</strong> (1 gp per day of training <em>and </em>1 gp per day for living costs).</li> <li data-xf-list-type="ul">The number you will have to <strong>roll on the d20 is 13</strong> (the <em>current </em>score).</li> <li data-xf-list-type="ul">Another PC (DEX 18) has agreed to spend her downtime training you, so you have advantage on the roll. However, this will cost you <strong>another 130 gp.</strong></li> <li data-xf-list-type="ul">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 <strong>increases your final cost by 100 gp</strong> (another 50 gp for your living expenses and training time, then doubled due to your trainer's help).</li> </ul><p></p><p>Your <strong>total cost is 360 gp</strong> and you <strong>spend 18 workweeks (90 days)</strong> 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).</p><p></p><p>If any of this seems <em>too</em> complex, the down-and-dirty system is summarized as:</p><ul> <li data-xf-list-type="ul">time (in days) = current score x 5</li> <li data-xf-list-type="ul">extra time = 5 days per +1 (max +5 for 25 days)</li> <li data-xf-list-type="ul">cost = total days x 2 (assuming modest lifestyle minimum)</li> <li data-xf-list-type="ul">trainer doubles cost but grants advantage</li> <li data-xf-list-type="ul">roll must equal current score or better</li> </ul><p>Using the above example:</p><ul> <li data-xf-list-type="ul">time (in days) = 13 x 5 = 65</li> <li data-xf-list-type="ul">extra time = 25 days for +5, total time is thus <strong>90 days</strong></li> <li data-xf-list-type="ul">cost = days x 2 or 180 gp (minimum)</li> <li data-xf-list-type="ul">trainer doubles cost = 180 x 2 or <strong>360 gp</strong>.</li> <li data-xf-list-type="ul">roll must be 13 or higher with +5 bonus</li> </ul></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8637518, member: 6987520"] [B]Disclaimer:[/B] [I]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.[/I] ---------------------------------------------------------------------------------------------- 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: [B]Downtime Activity - Ability Training (draft #1)[/B] 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 [I]equal to or higher[/I] 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: [LIST] [*]You want to improve your Dexterity 13 to 14. The base time is 13 workweeks or [B]65 days[/B] (15 x 5) and will cost you [B]130 gp[/B] (1 gp per day of training [I]and [/I]1 gp per day for living costs). [*]The number you will have to [B]roll on the d20 is 13[/B] (the [I]current [/I]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 [B]another 130 gp.[/B] [*]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 [B]increases your final cost by 100 gp[/B] (another 50 gp for your living expenses and training time, then doubled due to your trainer's help). [/LIST] Your [B]total cost is 360 gp[/B] and you [B]spend 18 workweeks (90 days)[/B] 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 [I]too[/I] complex, the down-and-dirty system is summarized as: [LIST] [*]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 [/LIST] Using the above example: [LIST] [*]time (in days) = 13 x 5 = 65 [*]extra time = 25 days for +5, total time is thus [B]90 days[/B] [*]cost = days x 2 or 180 gp (minimum) [*]trainer doubles cost = 180 x 2 or [B]360 gp[/B]. [*]roll must be 13 or higher with +5 bonus [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spending Downtime/ Training for ASIs (+)
Top