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downtime_activities [2023/01/15 14:19] – shto | downtime_activities [2023/12/14 15:01] (current) – shto | ||
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==== Brewing Potions ==== | ==== Brewing Potions ==== | ||
- | A character with proficiency in Alchemist' | ||
- | |||
- | Additionally, | ||
- | |||
- | 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| | ||
Line 22: | Line 18: | ||
|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| | ||
+ | </ | ||
- | ==== Selling a Magic Item ==== | + | A character with proficiency in Alchemist' |
- | As magic items can be quite expensive, it' | + | |
- | However, with enough time, a character | + | Additionally, a character |
- | 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 | + | On a successful |
+ | |||
+ | ==== 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| | ||
Line 36: | Line 35: | ||
|Very Rare|40%|10%|DC 25| | |Very Rare|40%|10%|DC 25| | ||
|Legendary|20%|5%|DC 30| | |Legendary|20%|5%|DC 30| | ||
+ | </ | ||
+ | |||
+ | 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 " | ||
+ | |||
+ | 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 ===== | ||
Line 41: | Line 47: | ||
==== 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' | ||
- | |||
- | 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| | ||
Line 53: | Line 55: | ||
|Very Rare|DC 25| | |Very Rare|DC 25| | ||
|Legendary|DC 30| | |Legendary|DC 30| | ||
+ | </ | ||
+ | |||
+ | 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' | ||
+ | |||
+ | 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" | ||
+ | |||
+ | 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:// | ||
- | === 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:// |
- | <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, | + | === 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, | + | <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 home. He trains each day, and with his advantage, he rolls the following: 15, 20, 9, 7, 20. As 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 each. He gains a total of 81 skill points during the trip, bringing him to a little under 1/5 to completion. | + | ^**Class Type**^**Maximum Number |
+ | |Full Caster|1 + Prof. Bonus| | ||
+ | |Rogue|2 + Prof. Bonus| | ||
+ | |Half Caster|3 | ||
+ | |Non-Caster|5 + Prof. Bonus| | ||
+ | </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 | + | |
+ | * **Full Casters** are characters who have levels | ||
+ | * **Rogues** have the next lowest number of talents, as characters with this class have a high level of skill and expertise to maintain. | ||
+ | | ||
+ | | ||
+ | |||
+ | If a character fits into more than one of the categories above, such as the Arcane Trickster Rogue or as a result of multiclassing, | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === 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 1/5 of the way there. | + | ^**Talent**^**DC**^**Successes Required**^**Skill Level**^ |
+ | |Tier 1 (Base Ability)|DC | ||
+ | |Tier 2|DC 10|6|Proficiency| | ||
+ | |Tier 3|DC 15|8|No Change| | ||
+ | |Tier 4 (Capstone Ability)|DC 20|10|Expertise| | ||
</ | </ | ||
- | Characters can spend downtime honing their skills, and gaining new abilities that are not tied directly | + | To begin training, a character first selects the talent they would like to begin learning. The character may select any talent to begin training, so long as it is either |
- | To begin training a skill, a character must select | + | After selecting |
- | After making | + | One character can assist another with their training. To do so, the assisting |
- | If the character | + | Once a character |
- | 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 1 hour before a training session | + | === When to Train === |
+ | <WRAP right box 45%> | ||
+ | === Training Example | ||
+ | Red decides | ||
- | They can also receive assistance during their training session. If the character | + | **Jack of Trades** |
- | A character can complete 1 training | + | Since he has nothing better to be doing during the ride, he decides that his training |
- | The skill points required to gain a talent | + | === Training Example 2 === |
+ | Zimest has had too many traps blow up in his face after Rama barges through | ||
+ | |||
+ | The party decides to spend 4 days enjoying | ||
+ | |||
+ | 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. | ||
+ | |||
+ | </ | ||
- | ^**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' | ||
+ | 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. | ||