Breakstone
First Post
So I was thinking of ways to establish training during "downtime" in my campaign. This is what I've got for now. Tell me what you think, and what you do with downtime in your campaigns!
Hey there dudes. I'm introducing a new rule into the game, which is the concept of downtime:
Downtime
Your characters just journeyed across the Desert of Endless Suns, fought off an army of Fiendish Half-Dragon Giant Scorpion Sorcerers, invaded the underground lair of Necrus, the Litch King with a thousand Skeleton Warriors, battled Necrus himself atop collapsing piles of human bones while dodging giant Hellbats with razor claws, collected your treasure, and managed to find your way back to the small town of Ember, right? Well, your characters could go on their next quest to return the Shattered Sworn of Swornhall to its rightful heir... or they could take some time off to bind their wounds, train with that cool new Firespitting Trident they found, and help the locals rebuild the bar that collapsed when you fought those ogres.
This is what we call Downtime. Downtime requires a minimum of a week of non-activity, and can go for as long as you like (or as long as this crazy world will allow). Downtime "stacks," so if you take a week of in Ember, go off on an adventure, and then take three weeks of downtime in the castle of King Graldmore, that stacks up to a month total.
During a month of Downtime, a character can do many things, including:
- Skill Training: a character gains an unnamed +1 bonus to one skill.
- Weapon Training: a character gains an unnamed +.5 bonus to attacks with one weapon (so after two months of Weapon Training, this becomes +1).
- Testing: a character gains an unnamed +.5 bonus to one saving throw.
- Healing: a character gains one bonus permanent hit point.
- Spell Training: a character may train with one spell so that it takes half the time to prepare.
- Commune: a cleric, paladin, or other holy man may cast a free Augury with a 100% chance of a correct answer.
- Re-equip: a character can exchange non-magical items (but not gems or pieces of art) for new equipment at an equal price. Items may not be exchanged for money.
- Exchange Spells: an arcane caster may exchange one spell known with a spell of equal or lower level for free.
All these effects take place at the end of one month's training.
Keep in mind your character can instead:
- Earn money through Craft, Perform, or Profession.
- Craft magic items.
- Research new spells.
- Perform "odd jobs" for money once per week. A thief might make a Pick Pockets check to see how much he can steal (and if he gets away with it), a fighter might make an Attack Roll to see if he successfully makes money being a mercenary, a Druid, Ranger, or Barbarian might make a Wilderness Lore check to see if they can collect wild berries, herbs, and materials to sell. Keep in mind these will not be roleplayed.
Hey there dudes. I'm introducing a new rule into the game, which is the concept of downtime:
Downtime
Your characters just journeyed across the Desert of Endless Suns, fought off an army of Fiendish Half-Dragon Giant Scorpion Sorcerers, invaded the underground lair of Necrus, the Litch King with a thousand Skeleton Warriors, battled Necrus himself atop collapsing piles of human bones while dodging giant Hellbats with razor claws, collected your treasure, and managed to find your way back to the small town of Ember, right? Well, your characters could go on their next quest to return the Shattered Sworn of Swornhall to its rightful heir... or they could take some time off to bind their wounds, train with that cool new Firespitting Trident they found, and help the locals rebuild the bar that collapsed when you fought those ogres.
This is what we call Downtime. Downtime requires a minimum of a week of non-activity, and can go for as long as you like (or as long as this crazy world will allow). Downtime "stacks," so if you take a week of in Ember, go off on an adventure, and then take three weeks of downtime in the castle of King Graldmore, that stacks up to a month total.
During a month of Downtime, a character can do many things, including:
- Skill Training: a character gains an unnamed +1 bonus to one skill.
- Weapon Training: a character gains an unnamed +.5 bonus to attacks with one weapon (so after two months of Weapon Training, this becomes +1).
- Testing: a character gains an unnamed +.5 bonus to one saving throw.
- Healing: a character gains one bonus permanent hit point.
- Spell Training: a character may train with one spell so that it takes half the time to prepare.
- Commune: a cleric, paladin, or other holy man may cast a free Augury with a 100% chance of a correct answer.
- Re-equip: a character can exchange non-magical items (but not gems or pieces of art) for new equipment at an equal price. Items may not be exchanged for money.
- Exchange Spells: an arcane caster may exchange one spell known with a spell of equal or lower level for free.
All these effects take place at the end of one month's training.
Keep in mind your character can instead:
- Earn money through Craft, Perform, or Profession.
- Craft magic items.
- Research new spells.
- Perform "odd jobs" for money once per week. A thief might make a Pick Pockets check to see how much he can steal (and if he gets away with it), a fighter might make an Attack Roll to see if he successfully makes money being a mercenary, a Druid, Ranger, or Barbarian might make a Wilderness Lore check to see if they can collect wild berries, herbs, and materials to sell. Keep in mind these will not be roleplayed.