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Level Up (A5E) Level Up's Downtime activities

We have a lot of downtime activities available in the advanced edition of 5E. Crafting, information gathering, recovery, religious devotion, research, spell craft, training, and work. Here's a look at a couple of pages in this chapter.


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Russ Morrissey

Russ Morrissey


Stalker0

Legend
I really like how you have basically created old school "metamagic" using downtime spell research. I can adjust a spell here, tweak a spell there.

Also a nice gold sink....though I will say the regular Research costs seem a little pricey. 100 gp to do some difficult research.... what do I keep forgetting to pay my late fees? ;)
 

Faolyn

Hero
Also a nice gold sink....though I will say the regular Research costs seem a little pricey. 100 gp to do some difficult research.... what do I keep forgetting to pay my late fees? ;)
Some of that, of course, is "fees" and other bribes so that the librarians will allow a grubby adventurer into the stacks.
 




Eyes of Nine

Everything's Fine
Spellcraft feels like a good opportunity for players to come up with clever hacks of existing spells. Not sure if they will break spells or not though - guess it depends onthe player and the GM
 

sevenbastard

Explorer
I am always amazed at how heroicaly self disciplined my players think there characters are.

The party will travel on iron rations through the snow for a week, Get knocked down to zero hit points everywhere day, and witness two dear friends die. But they have to wait in a town two days for a ship and instead of relaxing they will spend every available hour focused on learning a new skill our language.

In real life one of them has to work at their desk two extra hours and they are too wiped out but do anything but re binge some Netflix show and drink beer.

I guess that's why it's a fantasy game.
 

FitzTheRuke

Legend
I am always amazed at how heroicaly self disciplined my players think there characters are.

The party will travel on iron rations through the snow for a week, Get knocked down to zero hit points everywhere day, and witness two dear friends die. But they have to wait in a town two days for a ship and instead of relaxing they will spend every available hour focused on learning a new skill our language.

In real life one of them has to work at their desk two extra hours and they are too wiped out but do anything but re binge some Netflix show and drink beer.

I guess that's why it's a fantasy game.
Oh yeah. It's like sleeping rough in armour - it's not actually impossible to do (and I don't think that it should cause penalties, at least not if you do it sparingly) but no one would be happy doing it.

Very few players tend to consider their character's personal comfort, unless they are playing a vain stereotype.
 



Why would a sorcerer require books to modify their spells? And not all warlocks have anything to do with fiendish law whatsoever. Those requirements seem arbitrary to me.
Otherwise, really cool stuff!
 

tetrasodium

Legend
Supporter
Why would a sorcerer require books to modify their spells? And not all warlocks have anything to do with fiendish law whatsoever. Those requirements seem arbitrary to me.
Otherwise, really cool stuff!
Sorcerer still needs a focus as well as verbal somatic and material components of a spell. How else would they proceed with a deliberate plan rather than random coincidence?

Would it be less arbitrary if they couldn't modify their spells at all?
 

Sorcerer still needs a focus as well as verbal somatic and material components of a spell. How else would they proceed with a deliberate plan rather than random coincidence?

Would it be less arbitrary if they couldn't modify their spells at all?
I could see sorcerers requiring a location appropriate to their origin rather than a library. Storm sorcerers could require being at sea or on storm-stricken mountain peaks, Shadow sorcerers a place where the Shadowfell is near, and a Wild sorcerer a place of wild magic.
 

HeroicVanguard

Villager
I feel like requiring that for the entire time would be super restricting and far more annoying than what Wizards have to do? But if it was like. Do the studying of the magic as normal, but then you have to find a thematic place to lock it in and internalize it in exchange for the total time being lessened by a day or two, would help it feel more distinct and flavorful.

I do agree that Warlocks specifying only a Fiendish Tome seems really limiting considering the breadth of what patrons can be, I feel like one more specific example followed by 'or something similar depending on patron' would work well, and could also apply to Sorcerers/Bloodlines since they are also far more varied by nature.
 

tetrasodium

Legend
Supporter
I could see sorcerers requiring a location appropriate to their origin rather than a library. Storm sorcerers could require being at sea or on storm-stricken mountain peaks, Shadow sorcerers a place where the Shadowfell is near, and a Wild sorcerer a place of wild magic.
I'm not sure that's even justified. Sorcerers are already getting a leg up by being able to use their spellcasting ability with arcana. We haven't seen the skills rework & have heard that skills are more unchained from specific attributes sure, but all of those places you mention tend to be much more accessible than a library in most settings. 5e did a lot to make int the dumpstat to dump & value charisma...
 

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