| Post/Author/DateTime | Post |
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| #1MadmarrikSep 13, 2014 13:06:52 | Does anyone have any suggestions on good uses for downtime? So far the only two uses I've found are learning a new skill (which takes an insane amount of days) or using it to practice your job to earn a little money. The book doesn't list much. |
| #2SkerritSep 13, 2014 13:56:29 | For wizards there is copying spells into their spell book. Learning new tools kits and langauges are always good. |
| #3Blade2718Sep 13, 2014 14:15:57 | Crafting. |
| (Reply to #3)Madmarrik |
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| #5SkerritSep 14, 2014 9:52:44 | From p.5 of the DnDAL PG:
~Crafting. You can craft nonmagical objects. However, |
| #6Mind_Flayer_MonkSep 14, 2014 14:40:53 | Some more examples are on page 187 of the PHB. For example, you can craft a suit of plate armor with 300 downtime days. |
| #7dwgautierSep 17, 2014 16:54:02 | I really dislike the crafting system as it is with AL.... by the time a fighter has 300 downtime days he will prob have +1 or heck even +2 plate armor.... I get it that it is a 'free' way to earn prof bonus with tools and or learn a new language... but man... it just feel really underwealming. |
| #8TheBreenSep 17, 2014 18:41:59 | Since characters can't work together on casting, the Plate Armor example that takes 300 downtime days means it would take 30 adventure episodes. If my sword-slinger can't earn 1500 gold pieces or some magic armor in 30 adventures, he's doing something wrong.
Likewise learning a language, which takes a year (37 episodes). I could multiclass to a spell-casting class to get Comprehend Languages faster than that. ;o)
All the above assumes, of course, that there are even 37 episodes available one day.
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| #9zohaaSep 17, 2014 22:28:13 | I am pretty sure that it is implied there is opportunity for a long rest after each episode. From memory, every episode I've played of 5e so far has had time for a long rest afterwards. Some sessions end in the middle of an episode and so I would say that you can't level up at the end of a session if you are not in a place where you can take a long rest (successfully). |
| (Reply to #7)Skerrit |
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| #11TheBreenSep 18, 2014 13:08:16 |
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| #12SkerritSep 19, 2014 8:41:56 | We (the Admins) have also created unique downtime activities for the factions. Since these open up at membership levels beyond the introductory level, you will be higher character level than level 5, so you will actually have accumulated the days and gp to do them. These should roll out publically as we continue the season. |
| (Reply to #11)Mind_Flayer_Monk |
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| #14TheBreenSep 20, 2014 9:44:48 |
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| (Reply to #14)Pauper |
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| #16TheBreenSep 22, 2014 11:16:23 |
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| #17TheBreenSep 22, 2014 20:46:13 | Living City, its extensions (Procampur, Underdark, etc.) and Living Greyhawk used "time units" instead of downtime to accomplish two things: 1) to limit the number of adventures a given character could go on per year, and 2) to offer downtime activities. Each character got 52 time units per real calendar year, and most adventures "cost" one or two time units to play. (Let's not get into all the complexities here.)
In addition to the ordinary down time activities (copying spells, crafting stuff) there were other, sort of "meta" activities that were popular. For example, I founded the Bard's Guild of Ravens Bluff. Joining the Guild had certain requirements (this was 2nd Edition A&D, so they used a proficiency system), got the player a fancy certificate including heraldry, and cost a few time units. There were few in-game mechanical benefits (e.g., a 25% discount on lodging at the guild hall), but it was fun.
I've been working on some similar ideas for this campaign. For instance, an adventuring company that characters could join. Do you think that would be well received?
(In Living City, another meta-organization was the Harpers. You had to know someone who was a member, and serve an apprenticeship, to join. Very hush-hush. Not like these newfangled Harpers.
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| (Reply to #17)SteveMND |
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| (Reply to #17)Pauper |
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