And then you have a nice winter, whilst the wizard slaves in the lab...

My thoughts are as follows...

on the "its so cute the adventures are taking time off, having a rest, and not going and going like an energizer dragon" or the "its mor realistic" and so forth warm and happy...

IMO.. poppycock (no offense)

this wasn't "wow the big bad is done and we got a break, lets hole up in a friendly town and get sone warm baths hot meals and do a little wenching to blow off steam" decision at all. its "bob wants to work on magic items for a while so lets all sit on our hands while he beefs up, he gets 2-1 for gp when he makes them."

the mage is working day in and day out, only not being shot at a few hours each day. he isn't taking a vacation or getting a much needed rest. and you can bet the 40 days was based on how long it takes to make the items he wanted, not how long before his stress levels drop.

On the "what do the toher characters do" front...

i think its pretty much nonsense to have a time period designated (even unofficially) as "only this guy gets to do anything usefiul" by having 40 days pass and only one character get to use his abilities for profit.

if the mage is allowed "guarantted free and safe time" to exercise his crafting abilities and turn a profit (converting gp resources into useful magic item resources at lower than the buy rate) then EVERY cjaracter should also be allowed the same "guarantteed free and safe time" to turn their abilities for profit.

if Joe the fighter says "ok so we got 40 days, i plan to spend half that time taking muscle-for-hire jobs to turn some money and xp", he should be allowed to, with loot and xp on the table.

if matilda the bard says "i play to spend my time socializing, playing , looking for money, contacts and secrets and who knows, maybe a little mystery solving", she should be allowed to with contacts allies, loot and who knows what on the table.

if Minsey the thief says "40 days, sure, lets case three or four jobs, or maybe one or two good ones, and try and russle up some "soon to be lost" jewels, magic items, and who knows what" , he should be able to.

yet, in practicality, what i think usually happens is all these get lumped into "we would need to rp them and we aint rping the downtime." and so we get exactly what was described above... a period of time where the one character (or several if they have item feats) is the only one permitted to convert his "time resource" and "gp resouce" into material useful even maybe tactical gains.

IMO... poppycock. (no offense)

if the mage can turn his "40 free days, gold, and xp in a city" into magic iterms, why cannot the thief turn his "40 days, thiefy skills and feats and tools in a city" into items, magic and mundance, too?

A few die rolls and a treasure chart later... are we done?

Finally, consider that the time prerequisite for making items is, like the casting time requirement for casting spells, a REAL thing. its not imaginary. its there for a reason and that reason, like the GP limit and the xp limit, is to be a limit. if you provide enough "free and sade guaranteed downtime" for the mage to convert all the gp and xp he wants to spend into magic items, then you have in fact removed the time requirement. you might as well have white-outted the 1000 gp per day limit. Same as if you had allowed him no limit on wealth and let him solely use time and xp as "reasons to stop magic item making."

so...

how i handle it is simple. there isn't any "guaranteed safe and easy downtime". you dont get to say "we winter up and forty days later we got these items" because you got no clue that things will remain happy for you for forty days. you can make whatever plans you want, but whether your character's sister is about to be kidnapped, whether a rift opens to the netherworld in the north forty, or whether the bad guys take their time and arrive two weeks from now as opposed to one week is not a known thing until it happens.

and you get interrupted enough for time to have meaning.

As such, breaks fall when and where they fall. Maybe you get two days rest in the clutch of hovels for someone to come for a meet or maybe it turns into a week and a half. Sometimes you might indeed get a month off or maybe a week into it you are called to duty.

the future is not known to you.

so, this tends to make TIME an issue. PCs with craft feats look at "quick to produce items" as "easy to make" or "safe" and tend to stock up on materials for those, while viewing very expensive big items as "hard to make and rare" and only embark on those when the odd circumstance presents itself.

an item which takes a day or two or at most no more than a week is considered, maybe even routinely, while items that are a month to make are considered rare treasures, not attempted often as part of "routine" and as such become much more "oh wow" when found.

IMX this works well for balance, for play, for common sense decisions, and for helping keep a kind of "oh wow" factor to magic treasure, for the occasional find which falls outside the realm of "i could make that".

the time prereqs remain "meaningful".
 

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I haven't seen anyone mention this but another aspect of making sure downtime is available occasionally is that it gives the GM time o advance certain plots and background info. Its important to me as a player and GM that some downtime occur so the rest of the world can keep up with the players. The Bad guys have to set plans in action. The seasons need to change. The favorite waitress needs to catch the flu so the Paladin can help her out oOr whatever. I think downtime gives the GM a chance to add some reality to their world. Of course that's just me. :)

Later
 

Downtime is a bugaboo of mine as a DM--playing once per month, my players tend to see downtime roughly once per year. I don't feel like I'm doing anything wrong, per se, it's simply that I often design plots that involve keeping the PCs engaged in important activities. While I feel it's up to them to decide whether to take a month off to craft or research, I do acknowledge that more often than not my DMing style encourages the PCs to stay busy, because NPCs often frame their problems as urgent and needing immediate resolution.
 

I am another GM of the 'Winter is downtime' persuasion. I also like the PCs taking a few weeks off between cases (or adventures) to get things tidied up.

I love the magic item creation in 3.X, it is so much more workable than the previous versions. It is fair to say that the magic item creation and skills systems that sold 3.X to me in the first place.

The Auld Grump
 

In my first 3E campaign, I experimented with requiring one week of training time at each level gained. If the characters were in the middle of an adventure when someone gained a level, then he/she spent a week training as soon as the adventure ended, they got back town, or whatever.

Now not all characters leveled at the same time - some missed sessions, other times a player would choose to run a different character, and some players actually did my "homework" assignments to earn extra XP (flesh out their backgrounds, family tree, etc). This meant that the characters were involved with a lot of downtime. PC #1 would train for a week, so PC #2 would commission a masterwork greatsword, PC #3 would scribe some scrolls, PC #4 would get drunk for a week, PC #5 would work on organizing a band of snitches in town, and so on. The next visit to town might involve two other PC's training, while the rest pursued other things.

I loved how it changed the pace of the campaign. Hectic adventuring would give way to training, errands, individual goals, and such. The characters actually saw winter give way to spring! What a concept.

You know, the more I think about it, I'm re-imposing that rule for my next campaign...
 

I'd kill for some downtime in the Planescape game I'm in, and my character's a fighter. It seems like half the time we've had one adventure, come back to Sigil, and something else dire pops up.

Really, I'd just like time to get my Big Huge Sword finished, and to get my armor upgraded.

Brad
 

downtime

Downtime is good -- it doesn't make sense that a character goes from 1st to 15th level in a year.

The problem is, currently only the crafting feats grant a benefit for downtime.

There should be feats for each class that enable them to get benefits from downtime. Maybe there's a 'Mercenary' feat for fighters, a 'cat burglar' feat for rogues, and so on.

A character with the appropriate feat should get to roll on a chart once a month. The chart should have a few bad outcomes, and way more good ones.

Ken
 

That is why in my current campaigns, the PC's need a week per level to train for a new level, and 2 weeks per level if they want to train for full HP on levelling.

This system creates enough downtime for the campaign that national events can finally happen in the space that a party is doing stuff, and it gives the wizard who don't need to max out their d4's a chance to use their skills to earn money or craft items. Also, it provides the fighter-ish PC's with more oomph at higher levels due to their much higher HP and thus make them count again more in high level play.
 

The problem I have with systems that require downtime to level up is: if you require a PC to spend a week between adventures to gain the next level benefit, why shouldn't the PC train for a whole month and get four levels?

A PC doesn't know what Xp are, he doesn't go around thinking "I need one more kobold to kill or I cannot yet train once back in town"
 

Haffrung Helleyes said:
Downtime is good -- it doesn't make sense that a character goes from 1st to 15th level in a year.

Hmmmm, it took my players 3 years to go from 1st to 15th. Ignoring the two winters they stayed in, it would have still taken 2.5 years by my playing style. Looks more a stylistic problem than systemic.

The problem is, currently only the crafting feats grant a benefit for downtime.
There should be feats for each class that enable them to get benefits from downtime. Maybe there's a 'Mercenary' feat for fighters, a 'cat burglar' feat for rogues, and so on.
A character with the appropriate feat should get to roll on a chart once a month. The chart should have a few bad outcomes, and way more good ones.

IMC this is called "character motivation and role playing." If the party thief decides to go out roof-prowling, that's his call. Should the fighter start a training hall or join one that is his to do.

Cignus_pfaccari pointed out one way to make downtime of value to the non-casters and that's item commissioning. I have a free trade in magic items but a large number of the items are custom made, requiring downtime. While I'm generally displeased with the DMs who make each crafter a hateful creature with a racial bias towards the PCs, I have no problem with players trying to roleplay befriending the crafter in attempt to curry their good favor. There is a difference between a good customer and a good friend and that difference is roleplaying.
 

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