![]() ![]() ![]() The key parts of the downtime rules that you’ll be referencing often are the following: However, the GM is still in charge of the campaign and the final judge of what is possible using this system these rules simply take much of the burden away from busy GMs, allowing them more time to work on creating adventures and other campaign issues. These rules assume the reader is a player making decisions about what his character does during downtime. The downtime system is designed to put much of the power and decision making for non-adventuring tasks in the hands of the players. The GM should remember to use that investment to enrich the campaign, not just exploit it as a way to attack your character or strong-arm you into adventures. Investing yourself in a community means you’re part of it-for good or ill. If a dragon attacks the town, it could destroy your house (and give you a perfect setup for you taking the Nemesis story feat). If you start a thieves’ guild and are away for months at a time, a personable rogue might take over the guild and turn it against you. Your enemies might try to burn down your tavern or attack you at your home. Of course, having a building or organization has its risks. In either case, the GM may award you Influence instead of XP for these events. If you have a tavern, it could become a hangout for young adventurers hoping your luck and success rub off on them. If you own a restaurant, the king might hear about your famous soup recipe and arrange a visit to sample it. You might earn XP as a story award when your business earns its first 1,000 gp or first 100 points of Goods. By adding a few more rooms, you can easily convert a house into a base of operations for your adventuring party it would count as “very familiar” for the purpose of your teleport spells, and if it includes an altar to your deity, you can use it as the destination for a word of recall.Īdditionally, if you have a business, the GM can insert campaign events and story awards tied to it. ![]() For example, if you build or buy a house, you have a comfortable, private place to rest between adventures. With the rules presented here, what you can do with a day of downtime is clearly spelled out, allowing you to get on with your plans.Įven if you don’t want to use the rules to earn extra gold or throw your weight around in town as a business owner, there are campaign and roleplaying benefits for using the downtime system. Normally you and the other PCs would have to compete for the GM’s attention so you can explain what your characters want to do and haggle over how much time that should take. However, there is much more you can do in town in between adventures-your character might want to practice with a military school, start a guild, build a temple, train a new pet, and so on. You sell loot, stock up on potions, and perhaps wait around for the wizard to scribe some scrolls. In many campaigns, returning to town after an adventure is a lull in your character’s activity. ![]()
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