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downtime_activities [2023/01/16 13:27] – shto | downtime_activities [2023/12/14 15:01] (current) – shto | ||
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- | 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 | + | 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 |
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. | 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. | ||
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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' | 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. | + | 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. | 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 a door, and decides to train the **Slippery** talent (Acrobatics, | + | |
- | The party decides | + | * **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 |
+ | * **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 | ||
+ | * **Non-Casters** are characters who would never be able to cast spells without the assistance of magic items. As they lack any innate magical flexibility, | ||
- | 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 | + | If a 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 |
+ | |||
+ | ---- | ||
+ | |||
+ | === How to Train === | ||
+ | |||
+ | <WRAP column 30% right> | ||
+ | |||
+ | ^**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| | ||
</ | </ | ||
- | To begin training | + | To begin training, a character |
- | After making their selection, | + | After selecting |
- | If the character | + | One character can assist another with their training. To do so, the assisting |
- | 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 | + | Once a character has gained the Base Ability (Tier 1 Talent) from a Skill Tree, that character gains half-proficiency in that skill. Similarly, learning a Tier 2 talent from a Skill Tree grants |
- | A character may also improve their results while training by studying. They can spend 1 hour before a training session to study the topic, making an Intelligence Check after this hour. The DC of this check increases depending on the tier of the talent, per the table below. If they succeed on this check, their training roll is made with advantage. | + | ---- |
- | They can also receive assistance during their training | + | === When to Train === |
+ | <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 | ||
+ | |||
+ | **Jack of Trades** is a Base Ability, so Red only needs to pass 3 checks of DC 5. 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 | ||
+ | |||
+ | Since he has nothing better to be doing during | ||
+ | |||
+ | === Training Example 2 === | ||
+ | Zimest has had too many traps blow up in his face after Rama barges through a door, and decides to train the **Slippery** talent (Acrobatics, | ||
+ | |||
+ | The party decides to spend 4 days enjoying their castle, so Zimest has time to train. He 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 each, giving 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, | ||
+ | |||
+ | 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. | ||
+ | |||
+ | </ | ||
- | 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 tired, muscles get sore, and the brain gets foggy. | ||
- | The skill points required | + | Training can be done during any of the following situations: |
+ | * You may train using any time that would be devoted | ||
+ | * 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 | ||
+ | * You may training during | ||
- | ^**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| | + | |
+ | === 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. | ||