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General Tabletop Discussion
*Dungeons & Dragons
using the research downtime activity
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<blockquote data-quote="deleteaccount" data-source="post: 6771375" data-attributes="member: 20296"><p>I use knowledge points (re: GUMSHOE) in my campaign so downtime research was an easy fit. For every 5 you get from your roll, you get one knowledge point you can use to 'know' a thing. The points can be free-floating, generic like the skills (arcana, history, nature, etc.), or specific (dwarves, ancient spells, runes). Appropriate libraries and collections might give an advantage or a bonus to your roll.</p><p></p><p>If you use this system, I don't think you have to worry about how long it takes to research a subject if players get to choose what they want to know. You can of course make rarer knowledge cost more but that's up to you. Research time might also depend on how fast time moves in your campaign. If PCs usually spend only couple of the days in cities between adventures, then that's how long it takes. Spending 30 days in an abstract downtime isn't usually any more interesting than spending 3 days.</p><p></p><p>As a side note:</p><p>The benefit of making knowledge more abstract (until used) is that you can give it to the PCs as a reward. A freed demon might give you 3 points of demon knowledge, you might glean 2 points of dwarf history from a stone carving, or a local bard's song might have 1 point of local knowledge. It's easy to houserule to your liking too: You can set an upper limit to the points, use it along side with the normal knowledge, or have them last only one adventure, etc.</p></blockquote><p></p>
[QUOTE="deleteaccount, post: 6771375, member: 20296"] I use knowledge points (re: GUMSHOE) in my campaign so downtime research was an easy fit. For every 5 you get from your roll, you get one knowledge point you can use to 'know' a thing. The points can be free-floating, generic like the skills (arcana, history, nature, etc.), or specific (dwarves, ancient spells, runes). Appropriate libraries and collections might give an advantage or a bonus to your roll. If you use this system, I don't think you have to worry about how long it takes to research a subject if players get to choose what they want to know. You can of course make rarer knowledge cost more but that's up to you. Research time might also depend on how fast time moves in your campaign. If PCs usually spend only couple of the days in cities between adventures, then that's how long it takes. Spending 30 days in an abstract downtime isn't usually any more interesting than spending 3 days. As a side note: The benefit of making knowledge more abstract (until used) is that you can give it to the PCs as a reward. A freed demon might give you 3 points of demon knowledge, you might glean 2 points of dwarf history from a stone carving, or a local bard's song might have 1 point of local knowledge. It's easy to houserule to your liking too: You can set an upper limit to the points, use it along side with the normal knowledge, or have them last only one adventure, etc. [/QUOTE]
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