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04:50, 29th April 2024 (GMT+0)

[Downtime] General Info.

Posted by Bun BunFor group 0
Bun Bun
GM, 5 posts
Its fine.
PET me.
Wed 25 Jan 2023
at 21:42
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[Downtime] General 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, staying 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.

Downtime Fast Forward: 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 and after they have finished a quest. You can also Stack quests (mentioned further below) to be able to fast forward more than a week.


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SELLING MAGICAL ITEMS
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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 spend downtime hours and even days to spread word of the sale and the item itself (The more hours and days you spend to dedicate yourself in finding a buyer, the higher the chances of finding a buyer), You must pick one item at a time to sell to consume your day in.

Keep note: You can trade and sell these items to other players as well.


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LOOKING FOR WORK
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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? Intelligent? 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.

To look for a job you only need to commit to spending downtime hours and days to look for it. State which district you are gonna spend most of your time searching, then set how many days and how many hours each day you'll be spending time to find a job. Base on a series of rolls and how much time you dedicated in looking, you might get worse or best results. 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).


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CRAFTING
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If you can’t buy or find the item you need, you can attempt to craft it (with a higher chance of failure if you are not proficient) or have someone more proficient to 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. For Non proficient character, 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, With this type of crafting, 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).


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ENCHANTING
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To create a magic items, one can do it two ways, which is either crafting it yourself (High Chance of failure if you dont have proficiency) 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 exotic material to complete it. This material can range from the skin of a yeti to a vial of 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.


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RESEARCHING
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Forewarned is forearmed. 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.

The research activity allows a character to delve into lore concerning a monster, location, magic item, or some other topic. Research requires one to spend time in the library or some place where there enough materials to look through a specific topic. If in the local library or academy library, players must pay a 20 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 (And other additional rolls I deem fitting). 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.

When you begin your research, I will determine whether the information gathered is available and enough. How many days of downtime and hours per day you pour into this research will determine how much success or the number of results you get. 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)


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TRAINING
LANGUAGES/FEATS/PROFECIENCY
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You can spend time between adventures learning a new language or training with a set of tools. I might allow additional training options, you'll just have to inquire in PMs what you are trying to do. First, you must find an instructor willing to teach you. I will determine 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.

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 through self teaching ot by an instructor with no small amount for their daily fee. No character can spend more than 4 hours a day practicing or learning Feats or Languages (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.

Note: Each feat, proficiency skill, and language have different lengths of time to be able to learn them fully.

IMPORTANT REMINDER: Keep in mind, after your first time to learn a proficiency 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.


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TRAINING
Looking for a Trainer
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Before starting to train for a specific class, feat, skill, proficiency or even spells (might be cheaper than buying a scroll to learn from); Players would need to look for a trainer. You spend Downtime hours and days to search for a proper teacher that seemed to be willing to teach you in the topic you are looking for. the more hours and days you dedicate in spending to search for a Trainer then the more options and choices you get by the end of the downtime summary. Several checks including persuasion will be needed to see whether they will be willing to teach you or lower their prices.

Note: You can train with as many Trainers you hire as long as you can afford it and have the time to juggle their schedules.


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MISC
Other simple activities include, purchasing land, purchasing a business, etc
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REMINDER: Keep in mind, If you want to skip time, you'll need to do quests. (Can't have players spend 30 days just reading a book in just one post and instantly learns a attribute increase) After each quest you are allowed to fast forward time for at max 7 days (you can stack quests between a period of 48 hours to avail, see info below). After the fast-forward is over, you'll have to do another quest and after finishing that, you can fast forward again.


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STACKING QUESTS
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You aren't limited to fast forwarding in an increment of 1 week. Downtime can be fast forwarded in one day, two days, three days, etc. But max of '1 week per quest' (completion/failure of these quest does not matter) as per the rules. Downtime can also be stacked; The rules state that you can only do 1 week worth of Downtimes when finishing a quest but you can also stack quest completion to allow you doing more than 1 week of downtime in a row. Doing multiple quest in quick succession within 48 hours from your last quest will make it valid for them to stack up. Say for example;

Example 1: You did 2 quests (It doesnt matter if you succeed or failed the quest) within a timeline of 2 days. Then you'll have a stack of 2 quests finished under your belt. This will allow you to do two week's worth of normal downtime in a row. or in a more complicated alternative example is having 6 days worth of [Class Training] since you can only do 3 days words of training per week when learning a class.

2 x 7days = 14 normal days of downtime [without class training]
2 x 3days = 6 days of training in a class (36 hours worth)


Example 2: You did 5 quests in a week and that would mean you earned 35 days (5 weeks worth) of fast forward downtime or 15 days of class training.

5 x 7days = 35 normal days of downtime [without class training]
5 x 3days = 15 days of training in a class (90 hours worth)

This message was last edited by the GM at 00:05, Thu 26 Jan 2023.
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