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General Tabletop Discussion
*Dungeons & Dragons
Downtime Research Analyzed (and some thoughts on spell research)
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<blockquote data-quote="MNblockhead" data-source="post: 7516485" data-attributes="member: 6796661"><p>Interesting. Thanks for sharing. This would work better in a prior campaign a ran where each session was rather stand-alone and each was a different level (i.e. 20 sessions, 20 levels) and the assumption being that the group got together aver perhaps years apart to address a thread, recover an artifact, etc. </p><p></p><p>It would be more difficult to apply the length of time in a typical campaign though. While I think that it fits the flavor of a wizard to have him spend years or even a life time to create certain spells. </p><p></p><p>I'm currently trying to determine how to address a player who wants to create his own spells. I'm just starting to think about it. I would use the "Creating a Spell" subsection of the "Dungeon Masters Workshop" in the DMG to help determine the level the spell should be. Then I would look at spells the wizard already knows that provide similar effects, which should help shave of time. I would encourage the player to come up with spells they want to create early on and have their character start research on them at lower levels. It could provide plot hooks and hopefully provide sufficient time that can be credited towards the research. </p><p></p><p>Still, given the times involved, I would make it possible to find ways for a character to truncate the time. For example, apprentices can continue working on it while the wizard travel. The wizard can work with colleague to gain advantage on rolls and divide up the work. A more advanced wizard can provide knowledge, advice, components, and other aid to decrease the time. These things all cost money. It give the DM a way to let the character have his spell sooner but at much greater expense. </p><p></p><p>You may also provide beings of great magic power who will help provide the character with what they need to succeed in the spells creation, in a much shorter period of time, but at a cost. An arch fey may place geas on the player to perform some service for it. A devil may want the character to give his soul or arrange for another to give up his soul. A far realm entity may require strange rituals that have unknown effects in the world. Etc. </p><p></p><p>I would also work in the Rival mechanic from XGE. I Rival could work to steal secrets, disrupt research, hire away apprentices, turn colleagues and mentors away from you, etc.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7516485, member: 6796661"] Interesting. Thanks for sharing. This would work better in a prior campaign a ran where each session was rather stand-alone and each was a different level (i.e. 20 sessions, 20 levels) and the assumption being that the group got together aver perhaps years apart to address a thread, recover an artifact, etc. It would be more difficult to apply the length of time in a typical campaign though. While I think that it fits the flavor of a wizard to have him spend years or even a life time to create certain spells. I'm currently trying to determine how to address a player who wants to create his own spells. I'm just starting to think about it. I would use the "Creating a Spell" subsection of the "Dungeon Masters Workshop" in the DMG to help determine the level the spell should be. Then I would look at spells the wizard already knows that provide similar effects, which should help shave of time. I would encourage the player to come up with spells they want to create early on and have their character start research on them at lower levels. It could provide plot hooks and hopefully provide sufficient time that can be credited towards the research. Still, given the times involved, I would make it possible to find ways for a character to truncate the time. For example, apprentices can continue working on it while the wizard travel. The wizard can work with colleague to gain advantage on rolls and divide up the work. A more advanced wizard can provide knowledge, advice, components, and other aid to decrease the time. These things all cost money. It give the DM a way to let the character have his spell sooner but at much greater expense. You may also provide beings of great magic power who will help provide the character with what they need to succeed in the spells creation, in a much shorter period of time, but at a cost. An arch fey may place geas on the player to perform some service for it. A devil may want the character to give his soul or arrange for another to give up his soul. A far realm entity may require strange rituals that have unknown effects in the world. Etc. I would also work in the Rival mechanic from XGE. I Rival could work to steal secrets, disrupt research, hire away apprentices, turn colleagues and mentors away from you, etc. [/QUOTE]
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