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downtime_activities [2023/01/15 14:19] shtodowntime_activities [2023/12/14 15:01] (current) shto
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 ==== Brewing Potions ==== ==== Brewing Potions ====
-A character with proficiency in Alchemist's Supplies is able to brew potions, using time and raw ingredients to create valuable elixirs. Brewing a potion requires raw ingredients equal to half the finished potion's value. The below table details the time it takes to brew a single potion, depending upon its rarity. A character with expertise in Alchemist's supplies can brew potions in half this time. 
- 
-Additionally, a character may attempt to make potions in batches, using the same time to brew additional potions. When they do so, they expend resources for a number of potions equal to the batch size below, and make an Intelligence (Alchemist's Supplies) or Wisdom (Alchemist's Supplies) check against the difficulty below. 
- 
-On a successful check, the character brews a full batch of potions. On a failed check, the character wastes the resources of the additional potion, though they are still able to brew a single successful one. If the character is interrupted for more than 10 minutes while brewing a potion, and no other proficient character is able to take over, the resources are lost and no potion is brewed. 
  
 +<WRAP column 20% right>
 ^**Potion Rarity**^**Time to Brew**^**Batch Difficulty**^**Batch Size**^ ^**Potion Rarity**^**Time to Brew**^**Batch Difficulty**^**Batch Size**^
 |Common|2 Hours|DC 10|6 Potions| |Common|2 Hours|DC 10|6 Potions|
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 |Rare|6 Hours|DC 20|3 Potions| |Rare|6 Hours|DC 20|3 Potions|
 |Very Rare|8 Hours|DC 25|2 Potions| |Very Rare|8 Hours|DC 25|2 Potions|
 +</WRAP>
  
-==== Selling a Magic Item ==== +A character with proficiency in Alchemist'Supplies is able to brew potions, using time and raw ingredients to create valuable elixirs. Brewing potion requires raw ingredients equal to half the finished potion's valueThe below table details the time it takes to brew a single potiondepending upon its rarity. A character with expertise in Alchemist's supplies can brew potions in half this time.
-As magic items can be quite expensive, it'often not the easiest time to find buyer willing to pay the full price for themAssuming a settlement has somebody with the money to pay for the item, the character can find a buyer with a single day of downtimewho will buy the item at the percentage of its base price listed below.+
  
-However, with enough time, a character can find a more interested buyer if one exists within the current settlementEach day of downtime increases the amount of money that a player will receive when choosing to sell the itemas shown in the table below. An item cannot exceed the local value of the item, though this may be higher than 100% of base price.+Additionally, a character may attempt to make potions in batches, using the same time to brew additional potionsWhen they do so, they expend resources for a number of potions equal to the batch size belowand make an Intelligence (Alchemist's Supplies) or Wisdom (Alchemist's Supplies) check against the difficulty below.
  
-The character may also attempt to be more aggressive in pursuing leads on buyers to potentially increase this percentage faster. A character may make either Charisma (Persuasion) or Intelligence (Investigation) check against the DCs below to find more suitable buyerA successful check doubles the rate of progress for the day, while a failed check halves it.+On successful checkthe character brews full batch of potionsOn a failed checkthe character wastes the resources of the additional potionthough they are still able to brew a single successful one. If the character is interrupted for more than 10 minutes while brewing potion, and no other proficient character is able to take over, the resources are lost and no potion is brewed. 
 + 
 +==== Selling a Magic Item ====
  
 +<WRAP column 20% right>
 ^**Item Rarity**^**Starting Percent**^**Percent per Day**^**Buyer DC**^ ^**Item Rarity**^**Starting Percent**^**Percent per Day**^**Buyer DC**^
 |Common|80%|20%|DC 10| |Common|80%|20%|DC 10|
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 |Very Rare|40%|10%|DC 25| |Very Rare|40%|10%|DC 25|
 |Legendary|20%|5%|DC 30| |Legendary|20%|5%|DC 30|
 +</WRAP>
 +
 +As magic items can be quite expensive, it's often not the easiest time to find a buyer willing to pay the full price for them. Assuming a settlement has somebody with the money to pay for the item, the character can find a buyer with a single day of downtime, who will buy the item at the percentage of its base price listed in the "Potion Brewing" table.
 +
 +However, with enough time, a character can find a more interested buyer if one exists within the current settlement. Each day of downtime increases the amount of money that a player will receive when choosing to sell the item, as shown in the table below. An item cannot exceed the local value of the item, though this may be higher than 100% of base price.
 +
 +The character may also attempt to be more aggressive in pursuing leads on buyers to potentially increase this percentage faster. A character may make either a Charisma (Persuasion) or Intelligence (Investigation) check against the DCs below to find a more suitable buyer. A successful check doubles the rate of progress for the day, while a failed check halves it.
  
 ===== Long-Term Activities ===== ===== Long-Term Activities =====
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 ==== Crafting Magic Items ==== ==== Crafting Magic Items ====
-A character can attempt to craft a magical item in their downtime. In order to do so, they require ingredients equal to half the cost of the item they wish to craft, and they must have proficiency in a tool or kit relevant to creating the item. For example, if a character wants to forge a magic longsword, they must be proficient in Smith's Tools. 
- 
-The character must spend a number of hours crafting the magic item equal to a quarter of the item's base price in gold pieces. At the end of this time, they make a checks with the relevant tool based upon the rarity of the item they are creating, as shown in the table below. 
- 
-On a successful check, the item is successfully created. On a failed check, they fail to craft the item, and the time spent in the attempt is wasted. A character may assist with creating the item, granting the crafter advantage on the final roll, if they devote their time to assisting and are also proficient in a relevant tool or kit. 
  
 +<WRAP column 20% right>
 ^**Item Rarity**^**Craft DC**^ ^**Item Rarity**^**Craft DC**^
 |Common|DC 10| |Common|DC 10|
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 |Very Rare|DC 25| |Very Rare|DC 25|
 |Legendary|DC 30| |Legendary|DC 30|
 +</WRAP>
 +
 +A character can attempt to craft a magical item in their downtime. In order to do so, they require ingredients equal to half the cost of the item they wish to craft, and they must have proficiency in a tool or kit relevant to creating the item. For example, if a character wants to forge a magic longsword, they must be proficient in Smith's Tools.
 +
 +The character must spend a number of hours crafting the magic item equal to a quarter of the item's base price in gold pieces. At the end of this time, they make a checks with the relevant tool based upon the rarity of the item they are creating, as shown in the "Item Crafting" table.
 +
 +On a successful check, the item is successfully created. On a failed check, they fail to craft the item, and the time spent in the attempt is wasted. A character may assist with creating the item, granting the crafter advantage on the final roll, if they devote their time to assisting and are also proficient in a relevant tool or kit.
  
 ==== Training ==== ==== Training ====
-Characters can spend downtime honing their skills, and gaining new abilities that are not tied directly to levelling up. All abilities a character may gain as a result of downtime training are detailed in the [[https://drive.google.com/file/d/1VvHtaIhUOam4VkNB_lSmn-olS_oQmIYU/view|Talent Tree Guide]]. 
  
-=== Rules for Training === +Characters can spend downtime honing their skills, and gaining new abilities that are not tied directly to levelling up. All abilities a character may gain as a result of downtime training are detailed in the [[https://drive.google.com/file/d/1VvHtaIhUOam4VkNB_lSmn-olS_oQmIYU/view|Talent Tree Guide]]. These abilities are referred to as talents, and act as mini-feats that a character can learn (and, if desired, unlearn) by spending time in-game to do so.
-<WRAP right box 45%> +
-=== Training Example 1 ===+
  
-Red decides to learn alchemy, so that he can brew potions for the party at a cheaper price. He decides to start training the **Jack of Trades** talent (Apprenticeship, Page 18) with a focus on Alchemist Supplies to brew the potions, Herbalism Kits so that he can ask John to invent rules for harvesting potion ingredients from nature, and Glassblower's Tools so that he can also make the bottles to hold the potions.+=== Maximum Talents ===
  
-**Jack of Trades** is a Tier 1 Talent, so Red needs 450 skill points to learn the ability. His party is about to take a 6-day non-stop airship ride, so he decides to use the time to learn these abilities. Potion brewing is based on Wisdom or Intelligence, and with a modifier of 0 in both attributes, Red doesn't have a natural aptitude for it.+<WRAP column 20% right>
  
-Red thinks ahead, and decides to hire an alchemist who can teach him on the ride. Red buys his supplies in advance for 30gp, and hires an alchemist to teach him for 12gp, plus the cost of tickets to send the alchemist back homeHe trains each day, and with his advantage, he rolls the following: 15, 20, 9, 7, 20As a bard, Red has Jack of All Trades, so he adds half his +5 proficiency bonus to each roll, and so those numbers increase by 2 eachHe gains a total of 81 skill points during the trip, bringing him to a little under 1/5 to completion.+^**Class Type**^**Maximum Number of Talents**^ 
 +|Full Caster|1 + ProfBonus| 
 +|Rogue|2 + ProfBonus| 
 +|Half Caster|3 Prof. Bonus| 
 +|Non-Caster|+ ProfBonus| 
 +</WRAP>
  
-=== Training Example 2 === +Different characters will have different numbers of maximum talents they can learn, based on their class or class type. 
-Zimest has had too many traps blow up in his face after Rama barges through door, and decides to train the **Slippery** talent (Acrobatics, page 2) to make it a bit easier to deal with the effectsZimest took the **Handspring** talent earlier, so he has the prerequisite talent. **Slippery** is Tier 2 talent, so Zimest needs 675 skill points to train it.+ 
 +  * **Full Casters** are characters who have levels in a class that can eventually cast spells above 5th level, such as Wizards or Clerics. These classes must work to maintain their potent spellcasting abilities, and therefore have the lowest capacities to learn other abilities. 
 +  * **Rogues** have the next lowest number of talents, as characters with this class have a high level of skill and expertise to maintain. 
 +  * **Half Casters** are characters who have levels in a class (or subclassthat grants them the ability to cast spells, but who would not be able to cast spells any higher than 5th levelExamples of Half Caster classes would be Warlock, Rangers, and Eldritch Knight Fighters. These characters have some flexibility from their spellcasting, but generally have fewer and weaker spells to focus on, granting them more time and energy to learn new things. 
 +  * **Non-Casters** are characters who would never be able to cast spells without the assistance of magic items. As they lack any innate magical flexibilitythey are the most able to learn new things, and so they have the highest number of talent points. 
 + 
 +If character fits into more than one of the categories above, such as the Arcane Trickster Rogue or as a result of multiclassing, that character has the fewest number of talent points that their class(es) would give them. For examplea character with a level in Fighter and a level in Wizard would still be considered a "Full Caster" for the purposes of determining their maximum number of talents. This may change later on - if that same character eventually has 10 levels in Fighter, then no amount of additional Wizard levels would allow them to cast a spell higher than 5th level, and so they would then be considered to be a "Half Caster". 
 + 
 +---- 
 + 
 +=== How to Train ===
  
-The party decides to spend 4 days enjoying their castle, so Zimest has time to train. He has a good Dexterity and is proficient in Acrobatics, giving him +11 to his training rolls. There are also some retired adventurers that Zimest can hire to help speed things along.+<WRAP column 30% right>
  
-He spends 20gp on traps and poisons to use in his training, plus an additional 16gp to get a retired adventurer to assist him. He rolls the following: 25, 25, 27, 24, 29. At the end of the 4-day period, he's got 130 points invested in learning this talent, and is also about 1/of the way there.+^**Talent**^**DC**^**Successes Required**^**Skill Level**^ 
 +|Tier (Base Ability)|DC 5|3|Half-Proficiency| 
 +|Tier 2|DC 10|6|Proficiency| 
 +|Tier 3|DC 15|8|No Change| 
 +|Tier 4 (Capstone Ability)|DC 20|10|Expertise|
  
 </WRAP> </WRAP>
  
-Characters can spend downtime honing their skillsand gaining new abilities that are not tied directly to levelling upAll abilities a character may gain as a result of downtime training are detailed in the [[https://drive.google.com/file/d/1VvHtaIhUOam4VkNB_lSmn-olS_oQmIYU/view|Talent Tree Guide]].+To begin traininga character first selects the talent they would like to begin learningThe character may select any talent to begin training, so long as it is either Base Ability (Tier 1 Talent) or they have the preceding talent for the one they wish to learnIf the character has a feat which grants them abilities similar to those provided by a talent, they may learn new talents as if they had the required talent.
  
-To begin training a skill, a character must select a talent to trainIf the character has partially trained for a different Talentall progress on that Talent will be lost when they begin training a new oneA character cannot select a talent if they do not have its prerequisite talent.+After selecting a talent, you will then have the ability to roll at various times to attempt to learn that talentThis roll is a flat ability check, dependent upon the talent being trained for talents in skill treethe ability used for the roll will be the ability used by that skillFor talents not in skill tree, the ability used may vary, with different talents possibly having different options for the ability to use. Each talent will require you to succeed in a number of these training rolls, and both the difficult and number of successful rolls required increasing as you attempt to train abilities farther up a talent tree.
  
-After making their selectioncharacter requires at least 8 hours of free time to trainwhich cannot include time spent resting (long or short rest) or performing any other strenuous activityAt the end of this time, the character makes rolland they gain skill points equal to the total rolled.+One character can assist another with their training. To do sothe assisting character must spend the entire training time assistingpreventing them from training themselves or completing any other businessThe assisting character must also either have the talent themselvesor have a level of proficiency equivalent to the talent's level. For example, a character with Proficiency in Athletics can assist with training for the base ability or the step 1 talent in the Athletics talent tree. When character is assisted during their training, they may add the proficiency bonus of the assisting character to their training roll.
  
-If the character is training talent in a skill tree, they make an ability check using the relevant skill. If they are training a talent in the specialty treethey make flat ability check using an attribute selected by the DM.+Once a character has gained the Base Ability (Tier 1 Talent) from Skill Tree, that character gains half-proficiency in that skill. Similarly, learning Tier 2 talent from a Skill Tree grants the character proficiency in that skilland learning Capstone Ability (Tier 4) grants the character expertise.
  
-Training costs money to do correctly, at 5gp per training session. This may cover the basic costs of supplies, or covering expenses when things go poorly. A character who trains without paying this cost has disadvantage on their training roll.+----
  
-A character may also improve their results while training by studying. They can spend hour before a training session to study the topicmaking an Intelligence Check after this hourThe DC of this check increases depending on the tier of the talent, per the table below. If they succeed on this checktheir training roll is made with advantage.+=== When to Train === 
 +<WRAP right box 45%> 
 +=== Training Example === 
 +Red decides to learn alchemyso that he can brew potions for the party at a cheaper priceHe decides to start training the **Jack of Trades** talent (ApprenticeshipPage 18) with a focus on Alchemist Supplies to brew the potionsHerbalism Kits so that he can ask John to invent rules for harvesting potion ingredients from nature, and Glassblower's Tools so that he can also make the bottles to hold the potions.
  
-They can also receive assistance during their training session. If the character is being assisted by another character who has the talent they are trainingthey also gain advantage on their training rollThe trainer must spend the entire session assisting with the roll.+**Jack of Trades** is a Base Abilityso Red only needs to pass 3 checks of DC 5His party is about to take a 6-day non-stop airship ride, so he decides to use the time to learn these abilities. Potion brewing is based on either Wisdom or Intelligence, and with a modifier of 0 in both attributes, since Red doesn't have a natural aptitude for it.
  
-A character can complete 1 training session in a single day, as the results of further training beyond 8 hours are too small to be worthwhile; fingers get tiredmuscles get sore, and the brain gets foggy.+Since he has nothing better to be doing during the ride, he decides that his training sessions will be 12 hours each, so he has advantage to compensate for his lower attributes. The first day, he rolls a 30 after considering his advantage, granting him his first success. His next attempt sees him roll a total of 3, meaning his second attempt ends in failure, while the third and fourth days of his journey see him roll 19 and 24. After that final rollhe becomes trained in the talent, and gains the desired proficiencies.
  
-The skill points required to gain a talent depend on the tier of the talent, also shown in the table belowOnce a character has a number of skill points required for a talent, they gain that talent and their skill points are reset to 0NPCs with the ability to assist with training can also be hired to assist during training sessions, typically costing the amount shown in the "GP per Session" column below+=== Training Example 2 === 
 +Zimest has had too many traps blow up in his face after Rama barges through door, and decides to train the **Slippery** talent (Acrobatics, page 2) to make it a bit easier to deal with the effects. Zimest took the **Handspring** talent earlierso he has the prerequisite talent**Slippery** is Tier 2 talent, so Zimest needs to make 6 successful rolls against a DC 10 acrobatics check. 
 + 
 +The party decides to spend 4 days enjoying their castle, so Zimest has time to trainHe has a good Dexterity, giving him +5 to his training rolls. There are also some retired adventurers that Zimest can hire to help speed things along, giving him another +4 from their proficiency bonuses. Since he'll have to roll 6 times, but the party will only be in one place for 4 days, he decides not to take the slow-and-steady approach and instead splits each day into 2 training sessions of 8 hours eachgiving him 8 hours left for his long rest. This gives him a flat roll, but with his natural aptitude and the assistance of these adventurers, he doesn't think he'll need the advantage. 
 + 
 +Zimest rolls the following over the course of three days: 28, 15, 23, 23, 16, 20. All his rolls were successes, and so he gains the Handspring talent. This also gives him an extra day to relax and get some gelatto. 
 + 
 +</WRAP>
  
-^**Tier**^**Points Needed**^**Trainer Cost per Session**^**INT Check**^ 
-|Tier 1|450|2gp|DC 10| 
-|Tier 2|675|4gp|DC 15| 
-|Tier 3|1025|6gp|DC 20| 
-|Tier 4|1525|8gp|DC 25| 
  
 +Training can be done during any of the following situations:
 +  * You may train using any time that would be devoted to light activity over the course of a long rest. When you do so, you make your training roll with **disadvantage** due to time constraints. You may still keep watch during training, if needed, though any related perception checks are made at disadvantage.
 +  * You may train during 8 hours of downtime. When you train in this way, you make a **single flat roll** at the end of the full period which represents the sum of your training experience. The roll cannot benefit from any improvements (Guidance, Bless, etc.) unless the improvements last for the full 8 hours of training.
 +  * You may training during 12 hours of downtime. When you train in this way, you make your training roll with **advantage** at the end of the full period which represents the sum of your training experience. The roll cannot benefit from any improvements (Guidance, Bless, etc.) unless the improvements last for the full 12 hours of training.
  
 +----
  
 +=== Losing Talents === 
  
 +Once a character has a number of talents equal to their maximum, any new talents they wish to train in must replace an existing talent. An old talent is only replaced by a new one once the training for the new talent has completed, and so a character may still benefit from a talent they intend to get rid of even while they train their new talent. If a character's maximum number of talents decreases, such as by taking levels in a new class, they must choose talents to lose until they have reached their new maximum number of talents.
  
 +If you have any skill proficiency as a result of having a talent trained, and you then lose that talent, you also lose the corresponding level of skill proficiency. Similarly, if you lose a talent that was required to train other talents you have learned, you lose access to those talents until you have retrained their prerequisite talent.
  
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