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Revised Xanathar's Downtime Rules (Finalized)
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<blockquote data-quote="abirdcall" data-source="post: 7856768" data-attributes="member: 6748898"><p>I think I have finalized the rules.</p><p></p><p>I have added in one more activity, mostly to help strength characters though I like the theme and mechanic too.</p><p></p><p><strong><u>Community Aid:</u></strong></p><p></p><p>Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check.</p><p></p><p>11-15 - 2 dice</p><p>16-20 - 3 dice</p><p>21+ - 4 dice</p><p></p><p>You gain insight and contacts within the community.</p><p>The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity.</p><p>You may only have up to 4 of these dice at any time.</p><p></p><p>[spoiler]</p><p><strong><u>Gathering Allies:</u></strong></p><p></p><p>This may take the form of carousing, politicking, information gathering, etc.</p><p>Choose a social class and spend GP accordingly: 10gp for lower class, 50gp for middle class, or 250gp for upper class.</p><p>Make a Charisma (Persuasion) or Charisma (Deception) check.</p><p></p><p>11-15 - 1 Favour</p><p>16-20 - 2 Favours</p><p>21+ - 3 Favours</p><p></p><p>The player may spend 1 favour to request the help of a person from the chosen social class for 1 task.</p><p>A player may have no more than 3 favours at any time.</p><p></p><p><strong>Alternative:</strong> Instead of a social class the player may choose a specific group such as a religious community, faction, or thieves’ guild. Cost determined by DM.</p><p></p><p><strong><u>Research:</u></strong></p><p></p><p>Spend 100gp</p><p>Make an Intelligence (Investigation) check.</p><p></p><p>11-15 - 1 Piece of Lore</p><p>16-20 - 2 Pieces of Lore</p><p>21+ - 3 Pieces of Lore</p><p></p><p>The player may spend 1 piece of lore to ask the DM 1 question regarding a person, place, or thing. The DM must answer truthfully if it is something that could have been learned.</p><p>A player may have no more than 3 pieces of lore at any time.</p><p></p><p><strong>Alternative:</strong> Choose 1 of Arcana, History, Nature, or Religion. Gain advantage on all checks of the chosen skill. You lose this benefit the next time you perform a downtime activity.</p><p></p><p><strong><u>Religious Services:</u></strong></p><p></p><p>The character spends time performing deeds in service of their god, oath, or ideal.</p><p>Make an Intelligence (Religion) or Wisdom (Insight) check.</p><p>11-15 - 2 dice</p><p>16-20 - 3 dice</p><p>21+ - 4 dice</p><p></p><p>The player gains d4s which may be spent to add to the total of an Attack Roll or Saving Throw. You may choose to spend the die after the roll. These dice cannot be used in conjunction with the Bless spell and only 1 die may be spent on each roll.</p><p>A player may have no more than 4 of these dice at any time.</p><p></p><p><strong><u>Crime:</u></strong></p><p></p><p>Choose a DC. Choose 2 of the 3 following checks: Dexterity (Thieves’ Tools), Intelligence (Investigation), and Charisma (Deception).</p><p>Make the 2 chosen checks plus Dexterity (Stealth) at the chosen DC.</p><p></p><p>0 successes – player is caught and fined</p><p>1 success – failure</p><p>2 successes – half payout</p><p>3 successes – full payout</p><p></p><p>Payout (full/ half/ fine)</p><p>DC 10 – 200gp / 100gp / 200gp</p><p>DC 15 – 400gp, 1 Table B roll / 400gp / 400gp</p><p>DC 20 – 800gp, 1 Table C roll / 800gp / 800gp</p><p>DC 25 – 1600gp, 2 Table C rolls / 1600gp / 1600gp</p><p></p><p><strong><u>Arena Fighting:</u></strong></p><p></p><p>Make 3 d20 rolls and add the following bonuses:</p><p>Strength (Athletics) or Dexterity (Acrobatics)</p><p>Wisdom (Insight) or Charisma (Intimidation)</p><p>Constitution Mod + Hit Die</p><p></p><p>Roll 2d10+5 for each roll to generate DCs.</p><p></p><p>0 successes – lose</p><p>1 success – 150gp</p><p>2 successes – 300gp, 1 Table B roll</p><p>3 successes – 600gp, 1 Table C roll</p><p></p><p><strong><u>Gambling:</u></strong></p><p></p><p>Choose a GP amount (up to 2000gp) to wager.</p><p>Choose 3 of the 4 following checks – Dexterity (Sleight of Hand), Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation).</p><p>Make the checks and roll 2d10+5 for each check to generate DCs.</p><p></p><p>0 successes – lose all gold wagered</p><p>1 success – lose half of gold wagered</p><p>2 successes – keep wager and win half more</p><p>3 successes – keep wager and win that amount more</p><p></p><p>The player may trade in winnings of 250gp for 1 Table B roll or 500gp for 1 Table C roll.</p><p></p><p><strong><u>Relaxation:</u></strong></p><p></p><p>You may reroll 1 die on an Attack Roll, Saving throw, or Ability Check. You must use the new roll.</p><p></p><p><strong><u>Community Aid:</u></strong></p><p></p><p>Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check.</p><p></p><p>11-15 - 2 dice</p><p>16-20 - 3 dice</p><p>21+ - 4 dice</p><p></p><p>You gain insight and contacts within the community.</p><p>The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity.</p><p>You may only have up to 4 of these dice at any time.</p><p></p><p><strong><u>Foraging:</u></strong></p><p></p><p>Search for medicinal ingredients. Make an Intelligence (Nature) or Wisdom (Survival) check.</p><p>If you have and are proficient with an Herbalism Kit then you may forgo the cost.</p><p></p><p>11-15 - 1d4+1 Healing Potions – Cost 25gp</p><p>16-20 - 1d4+1 Greater Healing Potions – Cost 50gp</p><p>21+ - 1d3 Superior Healing Potions – Cost 100gp</p><p></p><p><strong><u>Spell Research:</u></strong></p><p></p><p>Spend 25gp per day for use of a library (plus the usual costs for adding spells to spell books).</p><p>Level 1 – 1 day</p><p>Level 2 – 3 days</p><p>Level 3 – 7 days</p><p></p><p><strong><u>Scribe Scroll:</u></strong></p><p></p><p>Level 1 – 1 day – 75gp</p><p>Level 2 – 3 days – 150gp</p><p>Level 3 – 7 days – 300gp</p><p></p><p><strong><u>Magic Item Values: </u></strong></p><p><strong></strong></p><p><strong>Consumable: </strong>Buy/Sell</p><p></p><p>Uncommon 1d6x100gp / 200gp</p><p>Rare 1d6x200gp / 400gp</p><p>Very Rare 1d6x500gp / 1000gp</p><p>Legendary Unknown</p><p></p><p><strong>Permanent: </strong> Buy/Sell</p><p></p><p>Uncommon 1d6x1000gp / 2000gp</p><p>Rare 1d6x2000gp / 4000gp</p><p>Very Rare 1d6x5000gp / 10000gp</p><p>Legendary Unknown</p><p></p><p><strong><u>Buy Magic Item:</u></strong></p><p></p><p>Spend 100gp plus up to 500gp more.</p><p>Make a Charisma (Persuasion) or Intelligence (Arcana) check with a bonus of up to +5, 1 for every additional 100gp spent.</p><p></p><p>5-10 - 1d4+1 rolls on Table B</p><p>11-15 - 1d4+1 rolls on Table C</p><p>16-20 - 1d4 rolls on Table F</p><p>21-25 - 1 roll on Table G</p><p>26+ - 1 roll on Table H</p><p></p><p>The player may choose to take a lower result. Once items have been chosen and prices determined the player may purchase 1 permanent item or up to 2 consumable items.</p><p></p><p><strong><u>Sell Magic Item:</u></strong></p><p></p><p>Spend 100gp.</p><p>Make a Charisma (Persuasion) or Wisdom (Insight) check.</p><p></p><p>1-10 - Offer is 50% value</p><p>11-20 - Offer is 100% value</p><p>21+ - Offer is 150% value[/spoiler]</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7856768, member: 6748898"] I think I have finalized the rules. I have added in one more activity, mostly to help strength characters though I like the theme and mechanic too. [B][U]Community Aid:[/U][/B] Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check. 11-15 - 2 dice 16-20 - 3 dice 21+ - 4 dice You gain insight and contacts within the community. The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity. You may only have up to 4 of these dice at any time. [spoiler] [B][U]Gathering Allies:[/U][/B] This may take the form of carousing, politicking, information gathering, etc. Choose a social class and spend GP accordingly: 10gp for lower class, 50gp for middle class, or 250gp for upper class. Make a Charisma (Persuasion) or Charisma (Deception) check. 11-15 - 1 Favour 16-20 - 2 Favours 21+ - 3 Favours The player may spend 1 favour to request the help of a person from the chosen social class for 1 task. A player may have no more than 3 favours at any time. [B]Alternative:[/B] Instead of a social class the player may choose a specific group such as a religious community, faction, or thieves’ guild. Cost determined by DM. [B][U]Research:[/U][/B] Spend 100gp Make an Intelligence (Investigation) check. 11-15 - 1 Piece of Lore 16-20 - 2 Pieces of Lore 21+ - 3 Pieces of Lore The player may spend 1 piece of lore to ask the DM 1 question regarding a person, place, or thing. The DM must answer truthfully if it is something that could have been learned. A player may have no more than 3 pieces of lore at any time. [B]Alternative:[/B] Choose 1 of Arcana, History, Nature, or Religion. Gain advantage on all checks of the chosen skill. You lose this benefit the next time you perform a downtime activity. [B][U]Religious Services:[/U][/B] The character spends time performing deeds in service of their god, oath, or ideal. Make an Intelligence (Religion) or Wisdom (Insight) check. 11-15 - 2 dice 16-20 - 3 dice 21+ - 4 dice The player gains d4s which may be spent to add to the total of an Attack Roll or Saving Throw. You may choose to spend the die after the roll. These dice cannot be used in conjunction with the Bless spell and only 1 die may be spent on each roll. A player may have no more than 4 of these dice at any time. [B][U]Crime:[/U][/B] Choose a DC. Choose 2 of the 3 following checks: Dexterity (Thieves’ Tools), Intelligence (Investigation), and Charisma (Deception). Make the 2 chosen checks plus Dexterity (Stealth) at the chosen DC. 0 successes – player is caught and fined 1 success – failure 2 successes – half payout 3 successes – full payout Payout (full/ half/ fine) DC 10 – 200gp / 100gp / 200gp DC 15 – 400gp, 1 Table B roll / 400gp / 400gp DC 20 – 800gp, 1 Table C roll / 800gp / 800gp DC 25 – 1600gp, 2 Table C rolls / 1600gp / 1600gp [B][U]Arena Fighting:[/U][/B] Make 3 d20 rolls and add the following bonuses: Strength (Athletics) or Dexterity (Acrobatics) Wisdom (Insight) or Charisma (Intimidation) Constitution Mod + Hit Die Roll 2d10+5 for each roll to generate DCs. 0 successes – lose 1 success – 150gp 2 successes – 300gp, 1 Table B roll 3 successes – 600gp, 1 Table C roll [B][U]Gambling:[/U][/B] Choose a GP amount (up to 2000gp) to wager. Choose 3 of the 4 following checks – Dexterity (Sleight of Hand), Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). Make the checks and roll 2d10+5 for each check to generate DCs. 0 successes – lose all gold wagered 1 success – lose half of gold wagered 2 successes – keep wager and win half more 3 successes – keep wager and win that amount more The player may trade in winnings of 250gp for 1 Table B roll or 500gp for 1 Table C roll. [B][U]Relaxation:[/U][/B] You may reroll 1 die on an Attack Roll, Saving throw, or Ability Check. You must use the new roll. [B][U]Community Aid:[/U][/B] Perform tasks to help members of the community. Make an Intelligence (History) or Strength (Athletics) check. 11-15 - 2 dice 16-20 - 3 dice 21+ - 4 dice You gain insight and contacts within the community. The player gains d6s which may be spent to improve either their own or an ally’s roll during a downtime activity. You may choose to spend the die after the roll. Only 1 die may be spent for each activity. You may only have up to 4 of these dice at any time. [B][U]Foraging:[/U][/B] Search for medicinal ingredients. Make an Intelligence (Nature) or Wisdom (Survival) check. If you have and are proficient with an Herbalism Kit then you may forgo the cost. 11-15 - 1d4+1 Healing Potions – Cost 25gp 16-20 - 1d4+1 Greater Healing Potions – Cost 50gp 21+ - 1d3 Superior Healing Potions – Cost 100gp [B][U]Spell Research:[/U][/B] Spend 25gp per day for use of a library (plus the usual costs for adding spells to spell books). Level 1 – 1 day Level 2 – 3 days Level 3 – 7 days [B][U]Scribe Scroll:[/U][/B] Level 1 – 1 day – 75gp Level 2 – 3 days – 150gp Level 3 – 7 days – 300gp [B][U]Magic Item Values: [/U] Consumable: [/B]Buy/Sell Uncommon 1d6x100gp / 200gp Rare 1d6x200gp / 400gp Very Rare 1d6x500gp / 1000gp Legendary Unknown [B]Permanent: [/B] Buy/Sell Uncommon 1d6x1000gp / 2000gp Rare 1d6x2000gp / 4000gp Very Rare 1d6x5000gp / 10000gp Legendary Unknown [B][U]Buy Magic Item:[/U][/B] Spend 100gp plus up to 500gp more. Make a Charisma (Persuasion) or Intelligence (Arcana) check with a bonus of up to +5, 1 for every additional 100gp spent. 5-10 - 1d4+1 rolls on Table B 11-15 - 1d4+1 rolls on Table C 16-20 - 1d4 rolls on Table F 21-25 - 1 roll on Table G 26+ - 1 roll on Table H The player may choose to take a lower result. Once items have been chosen and prices determined the player may purchase 1 permanent item or up to 2 consumable items. [B][U]Sell Magic Item:[/U][/B] Spend 100gp. Make a Charisma (Persuasion) or Wisdom (Insight) check. 1-10 - Offer is 50% value 11-20 - Offer is 100% value 21+ - Offer is 150% value[/spoiler] [/QUOTE]
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