downtime_activities

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downtime_activities [2023/12/14 14:44] – [Training] shtodowntime_activities [2023/12/14 15:01] (current) shto
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 === 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 the goal of learning+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.
  
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