D&D 5E Downtime: When, How, and How Much?

Not how we do it, but that is an interesting idea.

I think that is reasonable and I would do that too, but we ran into the issue that it didn't make sense for everyone to "click" at the same time and then some would level and others wouldn't. My players just preferred to have everyone level at the same time. So we went with the strictly downtime leveling.

I think in many ways wizards are the exception to the general rule. A fighter gets to the point where they are just enough more effective at attacks that from a game perspective they get an additional attack. Sorcerers (and several other classes) are just slowly gaining power until one they they're strong enough to manipulate more energy.

Leveling is always going to be over-simplified and artificial, I don't see any way around it. Because it's so artificial I don't tie it to the game world. There's nothing wrong with basing leveling on down time, I simply choose to not mix the meta-game with the story.
 

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Well, nothing is worth XP at my table, so I guess it makes sense. I haven't tracked XP since the late 80's.

Yeah, I read that upthread and it correlates well to players being willing to do downtime activities all session since it doesn't really matter in terms of character advancement.
 


Yeah, I read that upthread and it correlates well to players being willing to do downtime activities all session since it doesn't really matter in terms of character advancement.
Actually it has a similar importance to adventuring on character advancement. Both downtime and adventuring are about 50/50 of the level-up recipe. You need both to level up (in general).
 

This wouldn't happen at my table because downtime activities aren't worth XP. ;)
Depends on what the downtime activities are, and what they lead to.

A recent batch of downtime* in the game I play in was partly spent in trying out a Wheel of Fortune (a roulette wheel equivalent of a Deck of Many Things) that some party had just brought back from the field; and dealing with all the fallout. Some characters gained or lost xp directly from the Wheel. Someone got a castle, so a group of characters went out and cleared its neighbourhood for her, earning xp for what they defeated as per normal. In non-Wheel-related activities, some characters travelled to their distant home towns, picking up a few xp for random encounters along the way. And much of the time was spent by many characters in researching and figuring out some very major changes that had just occurred (not by our doing; very long story) to the game-world, and gaining this knowledge was deemed to be worth some xp. Oh, and a character was pulling some pranks and she had to be dealt with - xp earned there too.

* - the first we'd had in years - both in real-world and game-world time - other than the absolute minimum needed for trainings and treasuries, so there was a huge backlog of things various characters wanted to do plus all the new stuff to sort out e.g. the world changes. And every active party (it's a multi-party campaign) was at home base all at once; between one thing and another something like 10-15 sessions went into all this, involving something like 30 characters.
 

Depends on what the downtime activities are, and what they lead to.

No, you can trust me when I say that downtime activities are not worth XP in my game because the focus of the game is bold adventurers confronting deadly perils and that's what is rewarded with XP.
 

If the players are having fun doing downtime activities then it is worth doing. My campaigns vary quite a bit, some are more hack-n-slash than others but most have a lot of RP during what others would consider downtime. It's all what makes sense for the group and what they enjoy.

Which is one of the reasons I don't use XP. I want the players to guide the campaign, I don't want to guide them into playing how I think they should be playing.
 

I prefer downtime activities to be announced after the gaming session, when it's obvious the character will have downtime and we take this opportunity to call the session off. The players are still with their creativity to the max and can throw wild ideas. As the GM, it allow me to pick up some ideas and sort them into three categories: non-interesting activities -- not uninteresting per se, but for which I can't see something interesting evolving from at the moment (and these would be abstracted away with a few dice rolls like the "run your own business" rules), interesting activities (that can be integrated into the next session to whet the appetites if I can see some scenes being interesting to play at the beginning of the next adventure -- and for those, I try to have a nod to these activities in the next adventure as the players declared they were interested into this aspect of their character and full-on adventure seed, because in some cases, players throw useful ideas that need to be picked up. Once, they wanted to research information on a (undevelopped) NPC who they felt wronged them, so this NPC marchant was promoted to big villain status sometime down the way. Having the players choose at the end of the session (or right after, through emails) allows me to prepare interesting complication of the second-tier idea and work the first-tier ideas into the adventures. I'd be less likely to do that if I just learnt they wanted to build a castle (spanning many ideas), but they just tell me before the start of play... (I guess I am bad at totally freeform play).

How much depends on the campaign. I prefer episodic campaign where the heroes can lead "normal lives" between adventures, so it's usually every few game session that they can have extended downtime.
 

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