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General Tabletop Discussion
*Dungeons & Dragons
using the research downtime activity
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<blockquote data-quote="pukunui" data-source="post: 6770639" data-attributes="member: 54629"><p>Maybe. I'm happy doing it the AL way, though. I like having a vague amount of time between episodes because I can make more time pass in the campaign world and thus not have everyone levelling up so insanely fast. Basically what I've said is that if you're not actively using your downtime days, then you're assumed to be practicing a profession (which lets you maintain your lifestyle level at no cost) for the duration of the inter-episode period. [For the record, I've also adopted the AL's list of starting lifestyles - eg. depending on your background, you have a specific lifestyle level you're expected to maintain, though you can move up or down on the list over time.]</p><p></p><p>And really, the research downtime activity is the only problematic one for me, because the others all provide solid guidelines. With crafting, you can determine exactly how many days are required based on the cost of the item. Learning a new tool proficiency or language takes 250 days. Recuperating (which I've never seen anyone use) requires a minimum of 3 days. Strongholds have set construction times. With carousing, you can choose how many days you want to spend on it. Same with gaining renown. Performing sacred rites provides a specific benefit after 10 days. You can spend up to 30 days at a time running a business. And so on.</p><p></p><p>I get that the research one needs to be somewhat vague because it *is* fairly open-ended in terms of how many different things there to research. But, as I said in my OP, it would be nice to have even some very basic guidelines in terms of how many days are required to find something out. Using the magic item rarity and the DC table could help.</p><p></p><p>Common Knowledge: DC 5, 1 day</p><p>Uncommon Knowledge: DC 10, 5 days</p><p>Rare Knowledge: DC 15, 10 days</p><p>Very Rare Knowledge: DC 20, 20 days</p><p>Legendary Knowledge: DC 25, 30 days</p><p></p><p>Something like that.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6770639, member: 54629"] Maybe. I'm happy doing it the AL way, though. I like having a vague amount of time between episodes because I can make more time pass in the campaign world and thus not have everyone levelling up so insanely fast. Basically what I've said is that if you're not actively using your downtime days, then you're assumed to be practicing a profession (which lets you maintain your lifestyle level at no cost) for the duration of the inter-episode period. [For the record, I've also adopted the AL's list of starting lifestyles - eg. depending on your background, you have a specific lifestyle level you're expected to maintain, though you can move up or down on the list over time.] And really, the research downtime activity is the only problematic one for me, because the others all provide solid guidelines. With crafting, you can determine exactly how many days are required based on the cost of the item. Learning a new tool proficiency or language takes 250 days. Recuperating (which I've never seen anyone use) requires a minimum of 3 days. Strongholds have set construction times. With carousing, you can choose how many days you want to spend on it. Same with gaining renown. Performing sacred rites provides a specific benefit after 10 days. You can spend up to 30 days at a time running a business. And so on. I get that the research one needs to be somewhat vague because it *is* fairly open-ended in terms of how many different things there to research. But, as I said in my OP, it would be nice to have even some very basic guidelines in terms of how many days are required to find something out. Using the magic item rarity and the DC table could help. Common Knowledge: DC 5, 1 day Uncommon Knowledge: DC 10, 5 days Rare Knowledge: DC 15, 10 days Very Rare Knowledge: DC 20, 20 days Legendary Knowledge: DC 25, 30 days Something like that. [/QUOTE]
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