downtime_activities

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
downtime_activities [2023/12/14 13:46] shtodowntime_activities [2023/12/14 15:01] (current) shto
Line 64: Line 64:
  
 ==== 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]]. 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. 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.
Line 82: Line 80:
 Different characters will have different numbers of maximum talents they can learn, based on their class or class type. Different characters will have different numbers of maximum talents they can learn, based on their class or class type.
  
-  * **Full Casters** such as Wizards and Clerics have the lowest number of talents. These classes already have significant flexibility thanks to their spellswhich take dedication and devotion to maintain+  * **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 this specific class is quite inherently skilled+  * **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** such as Eldritch Knights or martial classes that have multi-classed into spellcasting classes have the second-highest number of talentsas their spellcasting is lesser and they often have to rely on physical abilities to overcome challenges+  * **Half Casters** are characters who have levels in a class (or subclass) that grants them the ability to cast spells, but who would not be able to cast spells any higher than 5th level. Examples of Half Caster classes would be WarlockRangers, 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** have the most available talent points, as their lack of spellcasting ability leaves them with fewer options for dealing with challengesHoweverwith no spellcasting abilities to maintain and improve, they have more time and capacity for other abilities.+  * **Non-Casters** are characters who would never be able to cast spells without the assistance of magic itemsAs they lack any innate magical flexibilitythey are the most able to learn new thingsand so they have the highest number of talent points.
  
 +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 of talent points that their class(es) would give them. For example, a 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".
  
-=== Rules for Training ===+----
  
-A character can have a total number of talents trained based upon their class, as shown in the "Class Talents" table below. +=== How to Train ===
  
 +<WRAP column 30% right>
  
 +^**Talent**^**DC**^**Successes Required**^**Skill Level**^
 +|Tier 1 (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>
  
-^**Talent**^**DC**^**Successes Required**^ +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 a Base Ability (Tier 1 Talentor they have the preceding talent for the one they wish to learn. If 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.
-|Tier 1 (Base Ability)|DC 5|3| +
-|Tier 2|DC 10|6| +
-|Tier 3|DC 15|8| +
-|Tier 4 (Capstone Ability)|DC 20|10|+
  
 +After selecting a talent, you will then have the ability to roll at various times to attempt to learn that talent. This roll is a flat ability check, dependent upon the talent being trained - for talents in a skill tree, the ability used for the roll will be the ability used by that skill. For talents not in a 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.
  
 +One character can assist another with their training. To do so, the assisting character must spend the entire training time assisting, preventing them from training themselves or completing any other business. The assisting character must also either have the talent themselves, or 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 a character is assisted during their training, they may add the proficiency bonus of the assisting character to their training roll.
 +
 +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 the character proficiency in that skill, and learning a Capstone Ability (Tier 4) grants the character expertise.
 +
 +----
 +
 +=== When to Train ===
 <WRAP right box 45%> <WRAP right box 45%>
 === Training Example 1 === === 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 +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. 
 + 
 +**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 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. 
 + 
 +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 roll, he becomes trained in the talent, and gains the desired proficiencies.
  
 === Training Example 2 === === 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, page 2) to make it a bit easier to deal +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, page 2) to make it a bit easier to deal with the effects. Zimest took the **Handspring** talent earlier, so he has the prerequisite talent. **Slippery** is a 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 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, 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> </WRAP>
 +
 +
 +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.
 +
  • downtime_activities.1702579589.txt.gz
  • Last modified: 2023/12/14 13:46
  • by shto