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lowkey13
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My. I wonder if there is a game where one of the central conceits to tell lifelong stories, using downtime to achieve thatDowntime is a wonderful storytelling tool. You can revisit your characters years later; things may have changed. Your character might be a bit older, now a captain of the guard, taken up a new career. The world may have changed, too.
TV and movies make use of that narrative tool all the time. Many folks also use it in their RPGs.
My. I wonder if there is a game where one of the central conceits to tell lifelong stories, using downtime to achieve that![]()
My. I wonder if there is a game where one of the central conceits to tell lifelong stories, using downtime to achieve that![]()
So training new languages or tools takes 250 days of downtime.
I'm not arguing the validity of that, but I am saying that it's likely in a majority of games, that's next to useless. What campaign even lasts longer than 250 days, let alone has time for the adventurers to sit around for that long. Let alone, do this more than once.
Or maybe it's just the campaigns that I play in that happen to be short-lived in-game.
Either way, 250 days is way too long for my table. I was thinking about knocking that down, but I'm at a loss as to what to do instead. I understand the rules exist as they stand to keep people from just training all the time and gaining proficiency in every tool or language. I want to add some other requirement but don't know what.
And I don't want to just add gold. With the way 5e economy works, there's no opportunity costs in that because the DM controls the cash flow completely. So then it just becomes "the DM allows you X number of additional proficiencies," since, honestly, what else do you have to spend gold on?
So what other requirements could I add?
Ah, forgot about this bit. I have learning to write a language be quite different from learning to speak it - and not all characters are necessarily literate at all. My comments earlier were relating to merely being able to speak the language halfway well.Remember that writing is included in the language.
This is an excellent way of organically generating downtime just through an aspect of the game world...until the party get access to teleport, planeshift, or anything else that lets them go where and-or when they want; after which downtime can become a lost concept unless something else generates it.In my current 5e game, I rule that the winter months are just too harsh for travel. It's a coastal region, and the waves are too bad for travel. So, two seasons out of the year are just no good (half of fall, all of winter, and half of spring). So, PCs get around 180 days of downtime in one big stretch.
Also nicely done.Personally, I'm a fan of moving the campaign calendar forward. I require PCs to spend downtime between adventures... especially if they want to sell magic items and maybe buy a few (the magic item market is a black market dealio, and it only happens once a month, so if the PCs end an adventure early, they have to wait a few weeks for the auction to get rid of their ill-gotten gains).