More In-Depth Downtime Rules regarding Proficiency Learning |
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Downtime Restrictions on time-skips: Downtime is quite convenient, you can brush past a day with little waiting time, however there is a limit on how much a player can speed time forward during downtime, with a few exceptions (travelling, is in a different city, adventuring without a quest, being chased, is on the hunt, etc). Now for players wishing to use downtime to learn specific spells, languages, feats, proficiency, or even classes; will
NOT be able to
'will it' so that a month has passed or years have passed since that time. That's just too easy and ridiculous.
Players are
allowed to have up to
7 days, which is a week, (at max) of downtime activity when they start the game after they signed up or after they have finished a quest. So for example, you can spend 7 days worth of studying for that specific book in a row, and after that, you will have to take another quest and finish it to reset the days you can spend time on the Downtime Thread. Keep note, If your quest deadline is not that hectic or too constraining, technically speaking time moves during that specific quest, so if you do find the time, using the example up above, you can still devote a few hours of reading the book even during your time tackling that specific quest -when not being chased down by orcs.
Side Note: This rule also applies when having your items in the process of being crafted/enchanted. If for example you had an armor made for 9 days, you can fast forward time for 7 days, but you'll be forced to take another quest for you to be able to further skip time in downtime for another 1 day. With the quest day counted in the completion time, it would total to 9 days and you'll be able to pick up your brand new armor by then.
P.S. People sometimes
FORGET this, but spending a day in downtime, would also mean you'll consume
your ration and pay 1 gold for a lodging fee (waived if you own a house or state you are sleeping in another's room/board) in the guild tavern or other inns. So waiting 7 days for that armor would cost you 7 rations and 7 gold, plus added expenses from other fees like stable renting if you own a horse, etc.
Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. Finding a buyer for one of your magic items have a few ways to do it, one is to ask around sometimes using a (Persuasion or Investigation) check, but most of the time that will net you a fruitless endeavor. If you wish a proper insurance of a sale, players are required to 2 hours each day for
three days in downtime to spread word of the sale and the item itself (keep in any ration consumption and lodging fees.), You must pick one item at a time to sell.
Once you have found a legitimate buyer, a character who wants to sell an item must make a Charisma (Persuasion) or (Deception) check to determine what kind of offer comes in. The character can always opt to not sell, instead wasting the whole downtime length and trying again later to find a different seller, which they'll have to spend another 7 days again.
When you arrive in Dene or any city, you need to earn money to buy itens, to keep yourself alive and it's not everyday that you have that handy quest to earn money from and you don't feel like hunting 30 mice for the guild for the umpteenth time every-time you need a gold piece. This is the time when you need to work for money as a commoner. There are many kind of jobs that can be done, choose the one that fits your character the best. Are you strong? Inteligent? Charismatic? A talented Bard? There is a job you can do in the city! With tools and kits, to give you advantages on your success to the road to being the average workman.
I will decide if a certain job exists and if there is any NPC hiring at the moment. The job listings do shift from time to time based on the economic outcomes within the city. The time you work is usually at a daily wage Depending on how great you performed during the day and how much customers you attracted, you'll net those shiny gold coins by the earful (meaning not so much).
Example;:
1st Day (Honest Labor):
Customers Value: Roll a persuasion/performance check to see how much customer you get
Job Results: Roll a 1d20 with advantage cause you are using your kits for this. This will be your outcome for the day.
If you can’t buy or find the item you need, you can attempt to craft it or have someone more proficient craft it for you (For a price). When crafting an item by yourself, a character needs the appropriate tools for the item to be crafted, and raw materials worth half of the item’s selling cost. To determine how many days in downtime it take to create an item, divide its cost by 50. A character can complete multiple items in a week if their combined cost is 50 Gold or less. For items that cost
more than 50 gp, a character can complete them over long periods of time, as long as the work in progress is stored in a safe location (Since it can be stolen, and things, bolts and screws might get moved around when placed in the bag of holding).
Multiple characters can combine their efforts for a single item. Divide the time needed to create an item by the number of characters working on it. I will use my judgement when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, where as a large, complex item might allow four or more workers, A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment like a forge or workbench.
Now, by hiring a blacksmith, would be as simple as just giving them the materials you want to combine with an item and they'll see if its possible or what probable results will happen for it. If you dont have the materials but just the idea, you can consult the shopkeepers and see what they can come up with, they'll give you a list of items you need to get or if the idea you have might not be too plausible then they would advice you on a different path or idea instead. Keep in mind, blacksmiths can only enchance items in a non-magical capacity, so if an idea is too far fetched, maybe its more plausible to seek out an enchanter instead, which is a more expensive venture. Since Enchanting is essentially making your own magical items (See enchanting below).
To create a magic items, one can do it two ways, which is either crafting it yourself or hiring an enchanter. Magic items require more than just time, effort, and materials to create. Creating a magic item is a long-term process that involves one or more adventures to trackdown rare materials and the lore needed to create the item. To start with it yourself, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. Recipes can be bought from enchanters or found throughout the world. An item invariably requires an exoticmaterial to complete it. This material can range from the skin of a yeti to a vialof water taken from a whirlpool in the Elemental Plane of Water. Finding that material should take place as part of a downtime adventure.
In addition to facing a specific creature, creating an item comes with a gold cost needed for other materials, tools, and so on, based on the item’s rarity. A character also needs whatever tool proficiency is appropriate, as is normal for crafting any object, or the character needs proficiency in the Arcana skill. If you want an easy way to make one, you can just hire an Enchanter which will cost more than you life's worth but if you have the money, then why not, right?
Like the blacksmith, you can consult your nearest enchanting shop on what kind of enchantments they have the skills to do, since not everything is available in their repertoire. Be specific in your request and not just ask
“what can you do?” and you'll just get kicked out of the door, try to be more detailed,
“I want an armor that makes me harder to see”. In that way the enchanter will be able to help you out in a proper capacity.
Forewarned is forearmed. The research activity allows a character to delve into lore concerning a monster, location, magic item, or some other topic. Research requires one day spent in the library or some place where there enough materials to look through a specific topic. If in the library, players must pay a
5 gold entrance fee per day to gain access on its books. Typically, a character needs access to a library or sage to conduct research unless a different suitable place has been found.
So the process to do so is as follows; The character declares the focus of the research—a specific person, place, or thing. A character makes an Intelligence check and History Checks. In addition, a character with access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. A researcher can gain up to three pieces of useful lore and may even gain Lore/History Tokens which can be kept with the character for use later.
Further more, when you begin your research, I will determine whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). I might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone's aid. Once those conditions are met, you learn the information if it is available. (Which might give you certain temporary and limited advantages on things that have been researched)
LANGUAGES/FEATS/PROFECIENCY |
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Given enough free time for your own means or the services of an instructor, a character can learn a language or pick up proficiency with a tool. The time it takes to learn something on your own will significantly be harder and longer than learning it with a proper instructor.
Learning languages would need you to go to the library or purchasing enough books (portable) to be able to study on your own. It will require a decent amount of time and not to mention days, library fees and just hours of pursuing this juncture.
Learning Feats would require players to have a prerequisite knowledge of the feat wether through rumors, having someone else whisper its idea or concept to your character or just a book detailing its specific. Then you'll take time to read and train to get that specific feat.
Learning proficiency on your own, is as simply as one would expect, it would be just doing and practicing a skill that you would like to be proficient in, taking a few hours of time a day to practice.
All three can easily be taught by an instructor with no small amount for their daily fee. No character can spend more than 2 hours a day practicing or learning feats or laguages (Proficiency you can). Even if you take the entire time of your day trying to cram all that information in your head, it won't work. There's a saying that;
'when a cup is too full, the tea would just spill.' So you'll need to refresh your mind by taking a long rest to gain new progress on your training.
There is two states that one can achieve during proficiency training.
Half-Proficiency and
Full-Proficiency. Half proficiency would mean that you only benefit from half of your profecient value, if its a language, you can only read a select few of words or understand a select few phrase. While gaining full profeciency will net you will its full effect and features.
Note: Each feat, proficiency skill, and language have different lengths of time to be able to learn them fully.
Example;:
Lumen wants to lean goblin language. In downtime, he will take a consecutive amount of learning and time spent in the library to pursue this venture. 2 hours per day for about about 2 weeks will give him a partial knowledge of the language, then another 2 weeks will give him full fluency on their language.
IMPORTANT REMINDER: Keep in mind, after your first time to learn a profeciency or a skill, it will take an
increased amount of time to learn the next few ones. Meaning, if it takes you 4 weeks to learn your first language, the second language you start learning will take 5 weeks, third language will take 6 weeks. etc.