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06:07, 29th April 2024 (GMT+0)

TEMP: Downtime Info.

Posted by Triple BunFor group 0
Triple Bun
GM, 9 posts
Fri 20 Jan 2023
at 06:07
  • msg #1

TEMP: Downtime Info

Warning: This is quite a complex system and it would require you to fully study how it works. If you are just starting, you wont have to worry about this for now until you progress further into the game.

The downtime system allows characters to pursue long-term activities between game sessions. Unlike the [Ongoing Quests] thread, this thread will be used to enact and focus on activities regarding adventurers and their meager lives (Ex; visiting the city, going to a parlor, touring the city, stayng in their lodging to have a long rest or arrange their prepared spells or equipment.) There are also specific activities that will mostly revolve around a rule that I will be making. However, Downtime activities other than the ones presented here are possible. If you want your character to spend his or her downtime performing an activity not covered here, just always ask me.

To use the activities stated below, A character selects a downtime activity and pays the cost of that activity in time and money. Follow their specific rules and instructions then I will give you a final result based on the activity.

Crafting
You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan's tools). You might also need access to special materials or locations necessary to create it. (For example, someone proficient with smith's tools needs a forge in order to craft a sword or suit of armor. Must meet with the local shop and try to rent the shop or befriend them.) If you wish to craft something dont forget to ask me first, I will be giving you a list of materials needed for the idea you came up with.

Crafting an item will take days or weeks depending on its complexity and how profecient and wonderous your rolls are. Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place.

Crafting Example:
Example:
Greater Spider Silk (Looted while on a quest)

Crafting Armor  while using it as a base: (+1 to base AC of the armor)
Crafting Weapon while using it as a base: (+1 to attack rolls only of the weapon)


Spider Egg Shells (Looted while on a quest)

Crafting Armor  while using it as a base: (+2 to base AC of the armor)
Crafting Weapon while using it as a base: (+1d4 to damage rolls only of the weapon)


Price: Need to Purchase/Provide a Base (Non-Magical Object) to use for the crafting + 120 Gold crafting fee per item.

Will Consume 15 shells per craft
Will Consume All Spider Silks per craft


You can add as much as two materials to add to the base, increasing its effect but crafting price will increase to 300 since its more difficult to do.


Researching
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of one's adventures. Research can include pouring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. When you begin your research, I will determine whether the information gathered is available and enough. 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)

Training
You can spend time between adventures learning a new language or training with a set of tools. I might allow additional training options. First, you must find an instructor willing to teach you. I will determines how long it takes, and whether one or more ability checks are required. The costs will be staggering and it will take a long time for such proficiency to be permanently ingrained into your character's stats.

Misc
Other simple activities include, purchasing land, purchasing a business, etc


Keep in mind to move time ahead in downtime, you'll need to do quests. (Can't have players spend 7 days just readng a book in just one post and instantly learns a attribute increase) After each quest you are allowed to do fast forward things for at most 7 days (some situations might allow for more but rarely). Then you'll have to do another quest, and after finishing that, you can fast forward again for three days. So in this example, waiting for your weapons to be crafted, you'll have to do two-three quests, to be able to get them back. Days spent in a quest is also counter. So for example;

Sample:
Current Quest that you took, takes you about 4 days.
Then when you return to finish up, you take 7 days on downtime
Then that's a total of 7 days. which by then your sword is ready.

however if its;

Current Quest that you took, takes you about 2 days.
Then when you return to finish up, you take 7 days on downtime
Then that's a total of 9 days. which by then your sword will be ready.
You will not have to take another quest.

Triple Bun
GM, 10 posts
Fri 20 Jan 2023
at 06:08
  • msg #2

TEMP: Downtime Info

More In-Depth Downtime Rules regarding Proficiency Learning
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
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.


WORKING
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.



CRAFTING
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).

ENCHANTING
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.

RESEARCH
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
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.
Triple Bun
GM, 11 posts
Fri 20 Jan 2023
at 06:08
  • msg #3

TEMP: Downtime Info

CLASS TRAINING
Become a broken power house


Note: This is an additional method to gain extra features from different classes. But you will have to have the time, the gold, and a proper willing teacher (who you will have to discover)

When in game during DOWNTIME, players can TRAIN in other classes with other trainers, or learn about it for themselves. This is for them to have an alternate way to gain proficiencies and features from other classes, albeit a very limited way to do so. But with that said, even if you do not fulfill the requirements to choose a certain class when you level up you are allowed to TRAIN to gain a level in that class. Keep in mind this is different from learning feats, proficiencies and languages stated above. Which means, this is a separate system. Your current character level doesn't not go up when you gain a TRAINED level from a different class.

Example;
You are a level 1 rogue with 30 exp from quests.
You TRAIN with a wizard instructor, to gain 1 level in Wizard.
So technically you will still be level 1, but you have 1 TRAINED level in wizard. But it does not make your level total to 2.

Furthermore, you can only get a maximum of one TRAINED level in a different class, so in other words, you dont get additional hit dices, specific profeciencies are not allowed (More info on that at the bottom.) You specifically only get all the class features, or spells during the first level up.

Example;
As a rogue, you decided to get a level in wizard. What you get from TRAINING in the first level of wizard is:
  • You will not get its hit dice,
  • You will not get an addition hit points max
  • You will not get its armor, weapons or skills proficiency
  • You will get its tools profeciency
  • You will get spell casting and arcane recovery
               -meaning you will immediately know three Cantrips of your choice from the Wizard spell list.
               -you will not get a spellbook.
               -you will get ritual casting

Now once you learn the max level (1) on one certain class, it does not mean you cannot gain anymore class features. If you continue to TRAINthe same class for the second time after leveling it up to 1, you will then get to select one proficiency and one feature in the specific level tier to choose from. So using the example above; If you have 1 TRAINED level in wizard, and you keep TRAINING to get to “level 2”. Once you do, you will be given a choice to choose one class proficiency and one class feature you want from levels 2,3,4 and 5 When you
TRAIN for the third time, you'll get to choose another proficiency/feature from 6,7,8,9. For a different example and a more in depth explanation, let us give you a different class.

Example;
Your Main Wizard has TRAINED one level of Rogue.
You TRAIN it again to reached it to Level 2.
You will have a choice of choosing one class proficiency and one class feature from the level of 2,3,4,5,</b> which are;

FOR CLASS PROFICIENCIES
  • Armor: Light
  • Weapons: Simple Weapons, Hand crossbows, Longswords, Rapiers, Shortswords
  • Saving Throws: Dexterity, Intelligence
  • Skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
FOR CLASS FEATURES
  • Cunning Action
  • Roguish Archetype
  • Ability Score Improvement
  • Uncanny Dodge


So you will only be able to choose one from each category above. Now, what if the wizard decides to TRAIN again going from level 2 TRAINED Rogue, to level 3? Then as example from above-

Example;
Now Your Wizard has a TRAINED level of a Rogue (2).
You TRAIN it again to reach it to Level 3 this time.
You will have a choice of choosing one class proficiency and one class feature from the level of 6,7,8,9, which are;

FOR CLASS PROFICIENCIES
  • Armor: Light
  • Weapons: Simple Weapons, Hand crossbows, Longswords, Rapiers, Shortswords
  • Saving Throws: Dexterity, Intelligence
  • Skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
FOR CLASS FEATURES
  • Expertise
  • Evasion
  • Ability Score Improvement
  • Roguish Archetype - Select one feature from subclass

Then so on and so forth. I'll give you a proper level up table below.

TRAINED Levels for TRAINING:
Level 1ALL class features, ALL tool profeciencies.
Level 2Choice of one class proficiency and one class feature from lvls 2,3,4,5.
Level 3Choice of one class proficiency and one class feature from lvls 6,7,8,9.
Level 4Choice of one class proficiency and one class feature from lvls 10,11,12,13.
Level 5Choice of one class proficiency and one class feature from lvls 14,14,16,17.
Level 6Choice of one class proficiency and one class feature from lvls 18,19,20.

|!Reminder when doing this system: |
  • You do not get increase HP points per TRAINED level
  • The TRAINED levels are separate from your main levels
  • You get to choose once class feature from each consecutive level ups from a set bundle
  • You do not start with the class's starting items, or spell book, arcane focus, holy symbol, etc


Process of TRAINING:

There are two ways to learn a new TRAINED class in this game: (Self-taught or with a trainer)

Self teaching yourself a class would require you to practice and read about the class through books and scriptures (you'll still have to buy the books). It would cost less, but since you are reading most of the practicum, you'll spend most of the time reading its practicality then put it into physical practice, doubling your time needed to master a certain class. Trainers on the other hand provide you with a faster way to earn a class, however the price would be expensive, and depending on how skilled the trainer is, it will also affect how long it will take for you to suceed in mastering a certain class. As with downtime rules, you can only spend 3 days per quest to spend TRAINING in downtime, as well as only taking 6 hours (Max) per day to TRAIN in downtime.

So you can't exploit downtime by fast forwarding the days, and just sleeping everyday until you reach the desired amount of day to get the class. So you'll have to go to a quest, finish it. The spend three day (6 hours per day) in downtime learning or doing whatever you want, then do another quest, and spend a max of another 3 days to TRAIN.

TRAINING timetable:
  • Self Teaching:                   420 hours of TRAINING                  (Rough Estimate of 24 Quests until completion)
  • Below Average Skilled Trainers:  300 hours of TRAINING + 15-25 Gold/day (Rough Estimate of 16 Quests until completion)
  • Average Skilled Trainers:        240 hours of TRAINING + 30-65 Gold/day (Rough Estimate of 13 Quests until completion)
  • Above Average Skilled Trainers:  180 hours of TRAINING + 95-110 Gold/da (Rough Estimate of 10 Quests until completion)

Note you can still haggle prices. And might even find someone who will be willing to TRAIN you for free. In very rare cases.
This message was last edited by the GM at 02:05, Wed 01 Mar 2023.
Triple Bun
GM, 12 posts
Fri 20 Jan 2023
at 06:09
  • msg #4

TEMP: Downtime Info

Simplified Rules of Downtime

Since I have noticed a lot of players have started delving into Downtime, I wish to make a simplified step by step sample for you all to follow. The examples here might even give you ideas on your future downtime.



Step 1: If you have multiple downtime activities on a single week that spans on different threads, you can just choose one downtime thread and list all the things you want to do in that week inside it. Example;

Example 1:

Example 2:


Example 3:


Example 4:


Example 5:


Step 2: For those downtime activities you mentioned as sampled above; I will summarize all the rolls you need to do by post. Once all rolls have been given, I will then move to the next step.

Step 3: I will be posting all the results of what had transpired during that downtime and whether additional rolls will be needed. Summary of gold deduction will also be given.

(These are examples are from my old players. This current game is a reboot.)
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